Befund aus dem Spieltest des U3-Nachtrags: Nichts legte LuneNetPlay in die Szene. Das Spiel begann direkt in einer Partie, der Startbildschirm aus U4 war unerreichbar, und der Verlassen-Dialog beendete das Spiel statt zum Hauptmenü zu führen. - LuneWorldBuilder legt LuneNetPlay auf das Match-Objekt; Szene neu gebaut. - Das Menü bekommt ein eigenes UIDocument über dem HUD. Vorher hing es an keinem Panel, und das HUD hätte es beim ersten Partiestart geleert. - Rückkehr über „Menü“ → „Zum Menü“: HUD und Aufstellungsflächen weg, Sitzung beendet, leere Karte. Die Kamera ruht hinter dem Menü und beginnt jede Partie ungedreht. Die Bund-Wahl ist markiert, die Knopfreihe passt in die Tafel. - Tests und Benchmark ohne Startbildschirm (LuneMatchDriver.DirectStart, -luneBenchmark); Bot-Partien und Fingerabdrücke unverändert. - Neu: LuneSmoke (-luneSmoke <Ordner>), Selbsttest eines Players nach lune_smoke.gd. StartScreenTests führt ihn im Editor aus. - Tests: EditMode 29/29, PlayMode 14/14 (StartScreenTests 26/26), Verify 718/0, Fingerabdrücke DCE95C96556F3A1A und 7B8E43AEFC0D60C5 unverändert. macOS-Player: Selbsttest 26/26, Bilder in docs/port/screenshots/u4/startbildschirm/. Ein zusammenhängender PlayMode-Lauf auf dem Endstand und ein Player-Benchmark stehen aus, weil der Mac zugeklappt schlief (siehe U4-NETWORK.md). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
229 lines
11 KiB
C#
229 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Luneraria.View;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Luneraria.UI
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{
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/// <summary>
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/// Smoke test of a player build through the start screen (after lune_smoke.gd, plus the way
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/// back to the menu): start screen, "Allein spielen", planning, Startaufstellung and Bereit,
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/// combat, "Menü" → "Zum Menü", start screen again, a second offline match. It presses the
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/// real buttons (LuneButton.Click, as Godot's smoke emits `pressed`), photographs each step
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/// from the screen, writes report.json and quits with 0 (pass) or 1. Nothing here changes
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/// rules or presentation. Run: <player> -luneSmoke <folder>. The PlayMode test runs it
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/// in the editor without photos.
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/// </summary>
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public sealed class LuneSmoke : MonoBehaviour
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{
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/// <summary>The whole run takes about 20 s; after this the smoke test gives up and reports.</summary>
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const float Limit = 120f;
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public LuneNetPlay Net;
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/// <summary>Folder for the photos and report.json; empty: neither (tests).</summary>
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public string Folder = "";
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public bool QuitWhenDone = true;
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public bool Done { get; private set; }
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public readonly List<string> Passed = new List<string>();
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public readonly List<string> Failed = new List<string>();
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readonly List<string> _photos = new List<string>();
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float _started;
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/// <summary>Adds the smoke test when the command line asks for it (lune_main.gd: --lune-smoke).</summary>
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public static void StartIfRequested(LuneNetPlay net)
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{
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string[] args = Environment.GetCommandLineArgs();
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int at = Array.IndexOf(args, "-luneSmoke");
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if (at < 0)
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return;
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var smoke = net.gameObject.AddComponent<LuneSmoke>();
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smoke.Net = net;
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smoke.Folder = at + 1 < args.Length && !args[at + 1].StartsWith("-") ? args[at + 1] : Path.Combine(Application.persistentDataPath, "smoke");
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// It runs unattended; it must not pause when its window loses focus.
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Application.runInBackground = true;
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}
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IEnumerator Start()
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{
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_started = Time.realtimeSinceStartup;
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LuneGame game = Net.Game;
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LuneMatchDriver driver = Net.Driver;
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yield return new WaitForSecondsRealtime(1.5f);
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// The start screen comes first; the scene's match waits.
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Check("Startbildschirm sichtbar", Shown(Net.Menu));
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Check("Partie wartet: Spielcontroller und Treiber aus", !game.enabled && !driver.enabled);
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Check("vor dem Start kein HUD", game.Hud == null);
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LuneButton alone = Button(Net.Menu, "ALLEIN SPIELEN");
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Check("„Allein spielen“ bedienbar", Pressable(alone));
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yield return Photo("00-startbildschirm");
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// Offline starts a match in planning, the own seat on the chosen lane (Mid: seat 1).
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LuneMatchRunner waiting = driver.Runner;
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alone?.Click();
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yield return new WaitForSecondsRealtime(1.5f);
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Check("Offline: Startbildschirm verborgen", !Shown(Net.Menu));
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Check("Offline: Spielcontroller und Treiber laufen", game.enabled && driver.enabled);
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Check("Offline: HUD sichtbar", game.Hud != null && Shown(game.Hud.Root));
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Check("Offline: neue Partie, Sitz 1 (Mid)", driver.Runner != waiting && driver.Runner.HumanSlot == 1);
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Check("Offline: Planung", driver.Runner.Current == LuneMatchRunner.Stage.Planning);
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Check("Offline: lokale Sitzung", Net.Session != null && !Net.Session.IsNetworked());
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yield return Photo("01-planung");
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// The HUD plays the match: Startaufstellung and Bereit lead into the combat.
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LuneButton starter = Button(game.Hud != null ? game.Hud.Root : null, "Startaufstellung");
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Check("„Startaufstellung“ bedienbar", Pressable(starter));
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int roster = driver.Runner.Match.Players[1].Draft.Roster.Count;
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starter?.Click();
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yield return new WaitForSecondsRealtime(.5f);
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Check("Startaufstellung gekauft (3 Einheiten)", driver.Runner.Match.Players[1].Draft.Roster.Count == roster + 3);
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LuneButton ready = Button(game.Hud != null ? game.Hud.Root : null, "BEREIT");
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Check("„Bereit“ bedienbar", Pressable(ready));
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ready?.Click();
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float waited = 0f;
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while (driver.Runner.Current != LuneMatchRunner.Stage.Combat && waited < 10f)
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{
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waited += Time.unscaledDeltaTime;
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yield return null;
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}
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Check("Bereit: Kampf beginnt", driver.Runner.Current == LuneMatchRunner.Stage.Combat);
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yield return new WaitForSecondsRealtime(4f);
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Check("Kampf: Figuren im Feld", Net.View.Units.Any());
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yield return Photo("02-kampf");
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// "Menü" asks; "Zum Menü" returns to the start screen over the empty map.
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LuneButton menu = Button(game.Hud != null ? game.Hud.Root : null, "Menü");
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Check("„Menü“ bedienbar", Pressable(menu));
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menu?.Click();
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yield return new WaitForSecondsRealtime(.5f);
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LuneButton back = Button(game.Hud != null ? game.Hud.Root : null, "ZUM MENÜ");
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Check("Verlassen-Dialog mit „Zum Menü“", Pressable(back));
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yield return Photo("03-verlassen");
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back?.Click();
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yield return new WaitForSecondsRealtime(1f);
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Check("Zurück: Startbildschirm sichtbar", Shown(Net.Menu));
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Check("Zurück: HUD verborgen", game.Hud != null && !Shown(game.Hud.Root));
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Check("Zurück: Spielcontroller und Treiber aus", !game.enabled && !driver.enabled);
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Check("Zurück: Sitzung beendet", Net.Session == null);
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Check("Zurück: keine Figuren im Feld", !Net.View.Units.Any());
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Check("Zurück: Kamera ruht", Net.Rig != null && !Net.Rig.Interactive);
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alone = Button(Net.Menu, "ALLEIN SPIELEN");
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Check("Zurück: „Allein spielen“ bedienbar", Pressable(alone));
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yield return Photo("04-zurueck-im-startbildschirm");
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// The start screen works again: a second offline match.
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waiting = driver.Runner;
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alone?.Click();
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yield return new WaitForSecondsRealtime(1.5f);
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Check("Zweite Partie: Startbildschirm verborgen, HUD sichtbar", !Shown(Net.Menu) && game.Hud != null && Shown(game.Hud.Root));
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Check("Zweite Partie: neue Partie in der Planung", driver.Runner != waiting && driver.Runner.Current == LuneMatchRunner.Stage.Planning && driver.enabled && game.enabled);
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yield return Photo("05-zweite-partie");
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Finish();
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}
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void Update()
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{
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// A stuck step (or an exception in the run) must still end with a report.
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if (!Done && _started > 0f && Time.realtimeSinceStartup - _started > Limit)
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{
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Check("Lauf innerhalb von " + Limit + " s beendet", false);
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Finish();
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}
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}
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void Check(string name, bool ok)
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{
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(ok ? Passed : Failed).Add(name);
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Debug.Log("LUNE_SMOKE " + (ok ? "ok " : "FEHLER ") + name);
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}
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/// <summary>Displayed in a panel, with no hidden ancestor.</summary>
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static bool Shown(VisualElement element)
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{
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if (element == null || element.panel == null)
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return false;
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for (VisualElement node = element; node != null; node = node.parent)
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{
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if (node.style.display == DisplayStyle.None || node.resolvedStyle.display == DisplayStyle.None)
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return false;
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}
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return true;
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}
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/// <summary>
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/// Shown and enabled; in a player with a screen also laid out and on top at its centre,
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/// so a mouse click there reaches it.
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/// </summary>
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static bool Pressable(LuneButton button)
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{
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if (button == null || button.Disabled || !Shown(button))
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return false;
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if (Application.isBatchMode)
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return true;
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Rect bound = button.worldBound;
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if (float.IsNaN(bound.width) || bound.width <= 0f)
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return false;
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VisualElement picked = button.panel.Pick(bound.center);
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return picked != null && (picked == button || button.Contains(picked));
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}
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/// <summary>The first shown button with this text (icon buttons carry it in a label).</summary>
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static LuneButton Button(VisualElement root, string text)
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{
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if (root == null)
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return null;
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return root.Query<LuneButton>().ToList().FirstOrDefault(b => Shown(b) && (b.Text == text || b.Query<Label>().ToList().Any(l => l.text == text)));
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}
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IEnumerator Photo(string label)
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{
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if (string.IsNullOrEmpty(Folder))
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yield break;
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yield return new WaitForEndOfFrame();
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Texture2D shot = ScreenCapture.CaptureScreenshotAsTexture();
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Directory.CreateDirectory(Folder);
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string path = Path.Combine(Folder, label + ".jpg");
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File.WriteAllBytes(path, shot.EncodeToJPG(92));
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Destroy(shot);
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_photos.Add(label + ".jpg");
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Debug.Log("LUNE_SMOKE_SHOT " + path);
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}
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void Finish()
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{
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if (Done)
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return;
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Done = true;
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bool ok = Failed.Count == 0;
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var text = new StringBuilder("{\n");
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text.AppendFormat(" \"build\": \"{0} player, {1}, {2}\",\n", Application.platform, Application.unityVersion, Debug.isDebugBuild ? "development" : "release");
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text.AppendFormat(" \"device\": \"{0}; {1}; {2}\",\n", SystemInfo.deviceModel, SystemInfo.processorType, SystemInfo.graphicsDeviceName);
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text.AppendFormat(" \"graphics_api\": \"{0}\",\n \"resolution\": \"{1}x{2}\",\n", SystemInfo.graphicsDeviceType, Screen.width, Screen.height);
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text.AppendFormat(CultureInfo.InvariantCulture, " \"seconds\": {0:0.0},\n", Time.realtimeSinceStartup - _started);
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text.Append(" \"passed\": [" + string.Join(", ", Passed.Select(Quote)) + "],\n");
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text.Append(" \"failed\": [" + string.Join(", ", Failed.Select(Quote)) + "],\n");
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text.Append(" \"photos\": [" + string.Join(", ", _photos.Select(Quote)) + "],\n");
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text.AppendFormat(" \"result\": \"{0}\"\n}}\n", ok ? "PASS" : "FAIL");
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Debug.Log("LUNE_SMOKE_" + (ok ? "PASS" : "FAIL") + " " + Passed.Count + " ok, " + Failed.Count + " Fehler");
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if (!string.IsNullOrEmpty(Folder))
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{
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Directory.CreateDirectory(Folder);
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File.WriteAllText(Path.Combine(Folder, "report.json"), text.ToString());
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}
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if (QuitWhenDone)
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Application.Quit(ok ? 0 : 1);
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}
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static string Quote(string value)
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{
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return "\"" + value.Replace("\\", "\\\\").Replace("\"", "\\\"") + "\"";
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}
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}
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}
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