如何在Unity Game Engine平台上的单元测试中实例化MonoBehaviour对象

Kev*_*non 4 .net c# unit-testing unity-game-engine

我在Github上有以下开源项目(游戏项目)。我当前正在尝试对使用MSTest框架编写的代码进行单元测试,但是所有测试均返回相同的错误消息:“未处理的异常:System.Security.SecurityException:ECall方法必须打包到系统模块中。” 当我尝试使用NUnit模板进行单元测试时,发生了这种情况。

我浏览了ECall方法后,必须将它们打包 以找到一些答案,但是我没有这样做,因为OP表示他的解决方案在调试器区域内而不在调试器区域内有效。就我而言,就职位而言,OP的问题尚未解决。

之后,我将UnityTestTools框架导入了我的项目。认为这是很容易的,因为它基于NUnit框架。原来没有。测试本身是相当基本的。我有一个称为BaseCharacterClass:MonoBehavior的基类,除其他外,它具有BaseCharacterStats类型的属性。在统计数据中,有一个CharacterHealth类型的对象,它很好地照顾了玩家的健康。

现在,我有以下两个堆栈跟踪,在测试中尝试以下跟踪时似乎看不到。

单元测试(NUNIT)

  1. 使用new关键字创建MonoBehavior对象

    [Test]
    [Category("Mock Character")]
    public void Mock_Character_With_No_Health()
    {
        var mock = new MoqBaseCharacter ();
        Assert.NotNull (mock.BaseStats);
        Assert.NotNull (mock.BaseStats.Health);
        Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
    }
    //This is not the full file
    //There "2" classes: 1 for holding tests and that Mock object 
    public MoqBaseCharacter()
    {
        this.BaseStats = new BaseCharacterStats ();
        this.BaseStats.Health = new CharacterHealth (0);
    }
    
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堆栈跟踪

Mock_Character_With_No_Health(0.047s)--- System.NullReferenceException:对象引用未设置为对象的实例---在C:\ Users \ Kevin中的Assets.Scripts.CharactersUtil.CharacterHealth..ctor(Int32 sh)[0x0002f] \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ Scripts \ CharactersUtil \ CharacterHealth.cs:29

在UnityTest.MoqBaseCharacter..ctor()在C:\ Users \ Kevin \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ UnityTestTools \ Examples \ UnitTestExamples \ Editor \ SampleTests.cs:14中的[0x00011]中

在UnityTest.SampleTests.Mock_Character_With_No_Health()[0x00000]在C:\ Users \ Kevin \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ UnityTestTools \ Examples \ UnitTestExamples \ Editor \ SampleTests.cs:32中

  1. 使用NSubstitute.For

    [Test]
    [Category("Mock Character")]
    public void Mock_Character_With_No_Health()
    {
        var mock = NSubstitute.Substitute.For<MoqBaseCharacter> ();
        Assert.NotNull (mock.BaseStats);
        Assert.NotNull (mock.BaseStats.Health);
        Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
    }
    
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堆栈跟踪

Mock_Character_With_No_Health(0.137s)--- System.Reflection.TargetInvocationException:调用的目标引发了异常。----> System.NullReferenceException:对象引用未设置为对象的实例---在System.Reflection.MonoCMethod.Invoke(System.Object obj,BindingFlags invokeAttr,System.Reflection.Binder活页夹,System.Object [ ]参数,System.Globalization.CultureInfo文化)/Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519中的[0x0012c]

在/ Users / builduser / buildslave / mono-runtime-and-中的System.Reflection.MonoCMethod.Invoke(BindingFlags invokeAttr,System.Reflection.Binder绑定程序,System.Object []参数,System.Globalization.CultureInfo文化)[0x00000] classlibs / build / mcs / class / corlib / System.Reflection / MonoMethod.cs:528

在/ Users /中的System.Activator.CreateInstance(System.Type类型,BindingFlags bindingAttr,System.Reflection.Binder活页夹,System.Object [] args,System.Globalization.CultureInfo文化,System.Object [] activationAttributes)[0x001b8] builduser / buildslave / mono-runtime-and-classlibs / build / mcs / class / corlib / System / Activator.cs:338

在/ Users / builduser / buildslave / mono-runtime-and-classlibs / build / mcs / class中的System.Activator.CreateInstance(System.Type类型,System.Object [] args,System.Object [] activationAttributes)[0x00000]处/corlib/System/Activator.cs:268

在/ Users / builduser / buildslave / mono-runtime-and-classlibs / build / mcs / class / corlib / System / Activator中的System.Activator.CreateInstance(System.Type类型,System.Object []参数)[0x00000]中。 cs:263

在Castle.DynamicProxy.ProxyGenerator.CreateClassProxyInstance(System.Type proxyType,System.Collections.Generic.List`1 proxyArguments,System.Type classToProxy,System.Object [] constructorArguments)中的[0x00000]在:0中

at Castle.DynamicProxy.ProxyGenerator.CreateClassProxy(System.Type classToProxy,System.Type [] AdditionalInterfacesToProxy,Castle.DynamicProxy.ProxyGenerationOptions options,System.Object [] constructorArguments,Castle.DynamicProxy.IInterceptor []拦截器)[0x00000] in:0

在NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.CreateProxyUsingCastleProxyGenerator(System.Type typeToProxy,System.Type [] AdditionalInterfaces,System.Object [] ConstructorArguments,IInterceptor拦截器,Castle.DynamicProxy.ProxyGenerationOptions proxyGenerationOptions)中[0x00000]

在NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.GenerateProxy(ICallRouter callRouter,System.Type typeToProxy,System.Type [] AdditionalInterfaces,System.Object [] constructorArguments)[0x00000]在0中:

在NSubstitute.Proxies.ProxyFactory.GenerateProxy(ICallRouter callRouter,System.Type typeToProxy,System.Type [] AdditionalInterfaces,System.Object [] constructorArguments)中的[0x00000]在:0中

在NSubstitute.Core.SubstituteFactory.Create(System.Type [] typesToProxy,System.Object [] constructorArguments,SubstituteConfig config)中[0x00000]在:0中

在NSubstitute.Core.SubstituteFactory.Create(System.Type [] typesToProxy,System.Object [] constructorArguments)[0x00000] in:0

在NSubstitute.Substitute.For(System.Type [] typesToProxy,System.Object [] constructorArguments)[0x00000] in:0

在NSubstitute.Substitute.For [MoqBaseCharacter](System.Object [] constructorArguments)[0x00000]中,位于:0

在UnityTest.SampleTests.Mock_Character_With_No_Health()[0x00000]在C:\ Users \ Kevin \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ UnityTestTools \ Examples \ UnitTestExamples \ Editor \ SampleTests.cs:32 --Null

在C:\ Users \ Kevin \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ Scripts \ CharactersUtil \ CharacterHealth.cs:29中的Assets.Scripts.CharactersUtil.CharacterHealth..ctor(Int32 sh)[0x0002f]

在UnityTest.MoqBaseCharacter..ctor()在C:\ Users \ Kevin \ Documents \ AndroidPC_Prototype \ PC_Augmented_Tactics_Demo \ Assets \ UnityTestTools \ Examples \ UnitTestExamples \ Editor \ SampleTests.cs:14中的[0x00011]中

在Castle.Proxies.MoqBaseCharacterProxy..ctor(ICallRouter,Castle.DynamicProxy.IInterceptor [])[0x00000]在:0中

在(包装器托管的本机)System.Reflection.MonoCMethod:InternalInvoke(对象,对象[],System.Exception&)

在/ Users / builduser / buildslave / mono中的System.Reflection.MonoCMethod.Invoke(System.Object obj,BindingFlags invokeAttr,System.Reflection.Binder绑定程序,System.Object []参数,System.Globalization.CultureInfo文化)[0x00119] -runtime-and-classlibs / build / mcs / class / corlib / System.Reflection / MonoMethod.cs:513

免责声明

快速阅读NSubstitute告诉我,我应该更好地为subs使用接口。如果有人对此有想法,而不是使用new关键字,那么我全力以赴!最后,这是BaseCharacter,BaseStats和Health的源代码

基本字符实施

using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;

namespace Assets.Scripts.CharactersUtil
{
    public class BaseCharacterClass : MonoBehaviour
    {
        //int[] basicUDLRMovementArray = new int[4];

        public List<BaseCharacterClass> CurrentEnnemies; 
        public int StartingHealth = 500;
        public BaseCharacterStats BaseStats { get; set; }

        // Use this for initialization
        private void Start()
        {
            BaseStats = new BaseCharacterStats {Health = new CharacterHealth(StartingHealth)}; //Testing purposes
            BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
        }

        // Update is called once per frame

        private void Update()
        {
            //ExecuteBasicMovement();

        }

        //During an attack with any kind of character
        //TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
        private void OnTriggerEnter([NotNull] Collider other)
        {
            if (other == null) throw new ArgumentNullException(other.tag);
            Debug.Log("I'm about to receive some damage");
            var characterStats = other.gameObject.GetComponent<BaseCharacterClass>().BaseStats;
            var heathToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
            characterStats.Health.TakeDamageFromCharacter((int)heathToAddOrRemove);
            Debug.Log("I should have received damage from a bastard");
            if (characterStats.Health.CurrentHealth == 500)
            {
                Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
            }
        }

        /*
        public void ExecuteBasicMovement()
        {
            var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
            transform.position += move * BaseStats.Speed * Time.deltaTime;
        }

        //TODO: Make sure players moves correctly within the environment per cases
        public void ExecuteMovementPerCase()
        {
        }
        */

        public bool CanDoExtraDamage()
        {
            if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
            BaseStats.CriticalStrikeCounter--;
            BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
            BaseStats.AjustCriticalStrikeChances(); 
            return true;
        }
    }
}
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基本统计

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using JetBrains.Annotations;

namespace Assets.Scripts.CharactersUtil
{
    public class BaseCharacterStats
    {
        public float Power { get; set; }
        public float Defense { get; set; }
        public float Agility { get; set; }
        public float Speed { get; set; } 
        public float MagicPower { get; set; }
        public float MagicResist { get; set; }
        public int ChanceForCriticalStrike;
        public int Luck { get; set; }
        public int CriticalStrikeCounter = 20;
        public int TemporaryDefenseBonusValue;
        private Random _randomValueGenerator;

        public BaseCharacterStats()
        {
            _randomValueGenerator= new Random();
        }

        [NotNull]
        public CharacterHealth Health
        {
            get { return _health; }
            set { _health = value; }
        }
        private CharacterHealth _health;

        public void AjustCriticalStrikeChances()
        {
            if (CriticalStrikeCounter <= 5)
            {
                CriticalStrikeCounter = 5;
            }
        }

        public int DetermineDefenseBonusForTurn()
        {
            TemporaryDefenseBonusValue = _randomValueGenerator.Next(10,20);
            return TemporaryDefenseBonusValue;
        }
    }
}
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健康

using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;

namespace Assets.Scripts.CharactersUtil
{
    public class CharacterHealth {
        public int StartingHealth { get; set; }
        public int CurrentHealth { get; set; }
        public Slider HealthSlider { get; set; }
        public bool isDead;
        public Color MaxHealthColor = Color.green;
        public Color MinHealthColor = Color.red;
        private int _counter;
        private const int MaxHealth = 200;
        public Image Fill;


        private void Awake() {
            //HealthSlider = GameObject.GetComponent<Slider>();
            _counter = MaxHealth;            // just for testing purposes
        }
        // Use this for initialization

        public CharacterHealth(int sh)
        {
            StartingHealth = sh;
            CurrentHealth = StartingHealth;
            HealthSlider.wholeNumbers = true; 
            HealthSlider.minValue = 0f;
            HealthSlider.maxValue = StartingHealth;
            HealthSlider.value = CurrentHealth; 
        }

        public void Start()
        {
            HealthSlider.wholeNumbers = true; 
            HealthSlider.minValue = 0f;
            HealthSlider.maxValue = MaxHealth;
            HealthSlider.value = MaxHealth;  
        }

        public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
        {
            CurrentHealth -= (int)baseCharacter.BaseStats.Power;
            HealthSlider.value = CurrentHealth;
            UpdateHealthBar ();
            if (CurrentHealth <= 0)
                isDead = true;
        }

        public void TakeDamageFromCharacter(int characterStrength)
        {
            CurrentHealth -= characterStrength;
            HealthSlider.value = CurrentHealth;
            UpdateHealthBar ();
            if (CurrentHealth <= 0)
                isDead = true;
        }

        public void RestoreHealth(BaseCharacterClass bs)
        {
            CurrentHealth += (int)bs.BaseStats.Power;
            HealthSlider.value = CurrentHealth;
            UpdateHealthBar ();
        }
        public void RestoreHealth(int characterStrength)
        {
            CurrentHealth += characterStrength;
            HealthSlider.value = CurrentHealth;
            UpdateHealthBar ();
        }
        public void UpdateHealthBar() {
            Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)CurrentHealth / MaxHealth);
        }
    }
}
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Ily*_*ski 5

还有一个选项可以在不调用构造函数的情况下对MonoBehaviours进行单元测试(使用FormatterServices)。这是一个小助手类,可创建可测试的MonoBehaviours:

public static class TestableObjectFactory {
    public static T Create<T>() {
        return FormatterServices.GetUninitializedObject(typeof(T)).CastTo<T>();
    }
}
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用法:

var testableObject = TestableObjectFactory.Create<MyMonoBehaviour>();
testableObject.Test();
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Kar*_*son 3

基本角色

用于单元测试的类

public class BaseCharacterClass 
{
    public BaseCharacterStats BaseStats { get; set; }
    public BaseCharacterClass(int startingHealth) 
    {
        BaseStats = new BaseCharacterStats {Health = new CharacterHealth(startingHealth)}; //Testing purposes
        BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
    }

    public bool CanDoExtraDamage() 
    {
        if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
        BaseStats.CriticalStrikeCounter--;
        BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
        BaseStats.AjustCriticalStrikeChances(); 
        return true;
    }
}
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新的 MonoBehavior 脚本可用于您的角色/AI/NPC

using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;

namespace Assets.Scripts.CharactersUtil
{
    public class BaseCharacterClassWrapper : MonoBehaviour
    {
        //int[] basicUDLRMovementArray = new int[4];

        public List<BaseCharacterClass> CurrentEnnemies; 
        public int StartingHealth = 500;        

        public BaseCharacterClass CharacterClass;


        public CharacterHealthUI HealthUI;

        // Use this for initialization
        private void Start()
        {
            CharacterClass = new BaseCharacterClass(StartingHealth);  
            HealthUI = this.GetComponent<CharacterHealthUI>();
            HealthUI.CharacterHealth = CharacterClass.BaseStats.Health;
        }

        // Update is called once per frame

        private void Update()
        {
            //ExecuteBasicMovement();
        }

        //During an attack with any kind of character
        //TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
        private void OnTriggerEnter([NotNull] Collider other)
        {
            if (other == null) throw new ArgumentNullException(other.tag);
            Debug.Log("I'm about to receive some damage");

            var characterStats = other.gameObject.GetComponent<BaseCharacterClassWrapper>().CharacterClass.BaseStats;

            var healthToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;

            characterStats.Health.TakeDamageFromCharacter((int)healthToAddOrRemove);

            Debug.Log("I should have received damage from a bastard");

            if (characterStats.Health.CurrentHealth == 500)
            {
                Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
            }
        }

        /*
        public void ExecuteBasicMovement()
        {
            var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
            transform.position += move * BaseStats.Speed * Time.deltaTime;
        }

        //TODO: Make sure players moves correctly within the environment per cases
        public void ExecuteMovementPerCase()
        {
        }
        */



        public bool CanDoExtraDamage()
        {
            return CharacterClass.CanDoExtraDamage();
        }
    }
}
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健康

将其用于您的健康 UI

using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;

namespace Assets.Scripts.CharactersUtil
{
    public class CharacterHealthUI : MonoBehavior {
      public Image Fill;
      public Color MaxHealthColor = Color.green;
      public Color MinHealthColor = Color.red;   
      public Slider HealthSlider;

      private void Start() {
          if(!HealthSlider) {
            HealthSlider = this.GetComponent<Slider>();            
          }
          if(!Fill) {
            Fill = this.GetComponent<Image>();
          }          
      }

      private CharacterHealth _charaHealth;
      public CharacterHealth CharacterHealth { 
        get { return _charaHealth; }
        set { 
        if(_charaHealth!=null)
            _charaHealth.HealthChanged -= HealthChanged;
          _charaHealth = value; 
          _charaHealth.HealthChanged += HealthChanged;
        }
      }

      public HealthChanged(object sender, HealthChangedEventArgs hp) {
            HealthSlider.wholeNumbers = true; 
            HealthSlider.minValue = hp.MinHealth;
            HealthSlider.maxValue = hp.MaxHealth;
            HealthSlider.value = hp.CurrentHealth;  
            Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)hp.CurrentHealth / hp.MaxHealth);
      }

    }

}
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最后,你的健康逻辑:-)

using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;

namespace Assets.Scripts.CharactersUtil
{      

    public class HealthChangedEventArgs : EventArgs 
    {
        public float MinHealth { get; set; }
        public float MaxHealth { get; set; }
        public float CurrentHealth { get; set;}
        public HealthChangedEventArgs(float minHealth, float curHealth, float maxHealth) {
            MinHealth = minHealth;
            CurrentHealth = curHealth;
            MaxHealth = maxHealth;
        }
    }


    public class CharacterHealth {
        public int StartingHealth { get; set; }

        private int _currentHealth;
        public int CurrentHealth 
        { 
          get { return _currentHealth; } 
          set { 
              _currentHealth = value;
              if(HealthChanged!=null)
                HealthChanged(this, new HealthChangedEventArgs(0f, _currentHealth, MaxHealth);
            }
        }      

        public bool isDead;

        private int _counter;
        private const int MaxHealth = 200;

        public event EventHandler<HealthChangedEventArgs> HealthChanged;

        // Use this for initialization

        public CharacterHealth(int sh)
        {
            StartingHealth = sh;
            CurrentHealth = StartingHealth;
        }

        public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
        {
            CurrentHealth -= (int)baseCharacter.BaseStats.Power;        
            if (CurrentHealth <= 0)
                isDead = true;
        }

        public void TakeDamageFromCharacter(int characterStrength)
        {
            CurrentHealth -= characterStrength;
            if (CurrentHealth <= 0)
                isDead = true;
        }

        public void RestoreHealth(BaseCharacterClass bs)
        {
            CurrentHealth += (int)bs.BaseStats.Power;
        }
        public void RestoreHealth(int characterStrength)
        {
            CurrentHealth += characterStrength;
        }
    }
}
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这应该使您可以对游戏逻辑进行单元测试:-)

我还没有测试过这个,所以我不能肯定它会起作用。但从逻辑上来说(至少在我看来)应该如此。

最大的区别是您想要在游戏对象上使用BaseCharacterClassWrapperCharacterHealthUI来实现所需的行为。然后单元测试继续BaseCharacterClass进行CharacterHealth

我希望这有帮助!