unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageGameObjectTests.cs

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using System;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEditor;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools;
namespace MCPForUnityTests.Editor.Tools
{
public class ManageGameObjectTests
{
private GameObject testGameObject;
[SetUp]
public void SetUp()
{
// Create a test GameObject for each test
testGameObject = new GameObject("TestObject");
}
[TearDown]
public void TearDown()
{
// Clean up test GameObject
if (testGameObject != null)
{
UnityEngine.Object.DestroyImmediate(testGameObject);
}
}
[Test]
public void HandleCommand_ReturnsError_ForNullParams()
{
var result = ManageGameObject.HandleCommand(null);
Assert.IsNotNull(result, "Should return a result object");
// Note: Actual error checking would need access to Response structure
}
[Test]
public void HandleCommand_ReturnsError_ForEmptyParams()
{
var emptyParams = new JObject();
var result = ManageGameObject.HandleCommand(emptyParams);
Assert.IsNotNull(result, "Should return a result object for empty params");
}
[Test]
public void HandleCommand_ProcessesValidCreateAction()
{
var createParams = new JObject
{
["action"] = "create",
["name"] = "TestCreateObject"
};
var result = ManageGameObject.HandleCommand(createParams);
Assert.IsNotNull(result, "Should return a result for valid create action");
// Clean up - find and destroy the created object
var createdObject = GameObject.Find("TestCreateObject");
if (createdObject != null)
{
UnityEngine.Object.DestroyImmediate(createdObject);
}
}
[Test]
public void ComponentResolver_Integration_WorksWithRealComponents()
{
// Test that our ComponentResolver works with actual Unity components
var transformResult = ComponentResolver.TryResolve("Transform", out Type transformType, out string error);
Assert.IsTrue(transformResult, "Should resolve Transform component");
Assert.AreEqual(typeof(Transform), transformType, "Should return correct Transform type");
Assert.IsEmpty(error, "Should have no error for valid component");
}
[Test]
public void ComponentResolver_Integration_WorksWithBuiltInComponents()
{
var components = new[]
{
("Rigidbody", typeof(Rigidbody)),
("Collider", typeof(Collider)),
("Renderer", typeof(Renderer)),
("Camera", typeof(Camera)),
("Light", typeof(Light))
};
foreach (var (componentName, expectedType) in components)
{
var result = ComponentResolver.TryResolve(componentName, out Type actualType, out string error);
// Some components might not resolve (abstract classes), but the method should handle gracefully
if (result)
{
Assert.IsTrue(expectedType.IsAssignableFrom(actualType),
$"{componentName} should resolve to assignable type");
}
else
{
Assert.IsNotEmpty(error, $"Should have error message for {componentName}");
}
}
}
[Test]
public void PropertyMatching_Integration_WorksWithRealGameObject()
{
// Add a Rigidbody to test real property matching
var rigidbody = testGameObject.AddComponent<Rigidbody>();
var properties = ComponentResolver.GetAllComponentProperties(typeof(Rigidbody));
Assert.IsNotEmpty(properties, "Rigidbody should have properties");
Assert.Contains("mass", properties, "Rigidbody should have mass property");
Assert.Contains("useGravity", properties, "Rigidbody should have useGravity property");
// Test AI suggestions
var suggestions = ComponentResolver.GetAIPropertySuggestions("Use Gravity", properties);
Assert.Contains("useGravity", suggestions, "Should suggest useGravity for 'Use Gravity'");
}
[Test]
public void PropertyMatching_HandlesMonoBehaviourProperties()
{
var properties = ComponentResolver.GetAllComponentProperties(typeof(MonoBehaviour));
Assert.IsNotEmpty(properties, "MonoBehaviour should have properties");
Assert.Contains("enabled", properties, "MonoBehaviour should have enabled property");
Assert.Contains("name", properties, "MonoBehaviour should have name property");
Assert.Contains("tag", properties, "MonoBehaviour should have tag property");
}
[Test]
public void PropertyMatching_HandlesCaseVariations()
{
var testProperties = new List<string> { "maxReachDistance", "playerHealth", "movementSpeed" };
var testCases = new[]
{
("max reach distance", "maxReachDistance"),
("Max Reach Distance", "maxReachDistance"),
("MAX_REACH_DISTANCE", "maxReachDistance"),
("player health", "playerHealth"),
("movement speed", "movementSpeed")
};
foreach (var (input, expected) in testCases)
{
var suggestions = ComponentResolver.GetAIPropertySuggestions(input, testProperties);
Assert.Contains(expected, suggestions, $"Should suggest {expected} for input '{input}'");
}
}
[Test]
public void ErrorHandling_ReturnsHelpfulMessages()
{
// This test verifies that error messages are helpful and contain suggestions
var testProperties = new List<string> { "mass", "velocity", "drag", "useGravity" };
var suggestions = ComponentResolver.GetAIPropertySuggestions("weight", testProperties);
// Even if no perfect match, should return valid list
Assert.IsNotNull(suggestions, "Should return valid suggestions list");
// Test with completely invalid input
var badSuggestions = ComponentResolver.GetAIPropertySuggestions("xyz123invalid", testProperties);
Assert.IsNotNull(badSuggestions, "Should handle invalid input gracefully");
}
[Test]
public void PerformanceTest_CachingWorks()
{
var properties = ComponentResolver.GetAllComponentProperties(typeof(Transform));
var input = "Test Property Name";
// First call - populate cache
var startTime = System.DateTime.UtcNow;
var suggestions1 = ComponentResolver.GetAIPropertySuggestions(input, properties);
var firstCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
// Second call - should use cache
startTime = System.DateTime.UtcNow;
var suggestions2 = ComponentResolver.GetAIPropertySuggestions(input, properties);
var secondCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
Assert.AreEqual(suggestions1.Count, suggestions2.Count, "Cached results should be identical");
CollectionAssert.AreEqual(suggestions1, suggestions2, "Cached results should match exactly");
// Second call should be faster (though this test might be flaky)
Assert.LessOrEqual(secondCallTime, firstCallTime * 2, "Cached call should not be significantly slower");
}
}
}