GSServer-CBT/soggy_resources/lua/UAuto/TestCases/number/avatar/AvatarUpLevel.lua

172 lines
4.7 KiB
Lua
Raw Normal View History

2022-11-21 11:30:31 +03:00
--baseClass提供基础接口
local baseClass = require('UAuto/TestCases/Number/NumberBase')
--所有testcase继承baseClass
local UAutoLuaTestCase = class("AvatarUpLevel",baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "AvatarUpLevel"
self.Category = "数值"
self.Description="角色升级数值验证"
local upLevelStep=3
function self:UpLevelCheck(avatarName)
yield_return(self:ChangeAvatar(avatarName))
--突破等级
for promoteLevel=0,4 do
local startLevel=1
local endLevel=20
--根据突破等级设置升级上下限
if promoteLevel==0 then
startLevel=1
endLevel=20
elseif promoteLevel==1 then
startLevel=20
endLevel=40
elseif promoteLevel==2 then
startLevel=40
endLevel=60
elseif promoteLevel==3 then
startLevel=60
endLevel=80
elseif promoteLevel==4 then
startLevel=80
endLevel=90
end
--突破
yield_return(self.base:RunGM("break "..promoteLevel))
yield_return(CS.UnityEngine.WaitForSeconds(1))
--1~20级
for level=startLevel,endLevel,upLevelStep do
yield_return(self.base:RunGM("level "..level))
yield_return(self.base:WaitIntProperty("level",level))
local maxHP = self.base:GetFloatPropertyValue("maxHP")
local attackBase = self.base:GetFloatPropertyValue("attackBase")
local defenseBase = self.base:GetFloatPropertyValue("defenseBase")
local level = self.base:GetIntPropertyValue("level")
self.base:CheckAvatarMaxHPByLevel(promoteLevel,level,maxHP)
self.base:CheckAvatarAttackByLevel(promoteLevel, level, attackBase)
self.base:CheckAvatarDefenseByLevel(promoteLevel, level, defenseBase)
yield_return(CS.UnityEngine.WaitForEndOfFrame())
end
end
end
self.Setup = {
Order = 0.1,
Type = CaseType.MonoTest,
Description="clear all完成所有新手任务",
Action = UAutoCoroutine(function()
yield_return(self:FinishAllNoob())
yield_return(self.base:RunGM("Player Level 70"))
end)
}
self.PlayerGirlUpCheck = {
Order = 0.5,
Type = CaseType.MonoTest,
Description="女主仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("PlayerGirl"))
end)
}
self.AyakaLevelUpCheck = {
Order = 1,
Type = CaseType.MonoTest,
Description="绫华仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Ayaka"))
end)
}
self.AnboLevelUpCheck = {
Order = 2,
Type = CaseType.MonoTest,
Description="安柏仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Anbo"))
end)
}
self.BarbaraLevelUpCheck = {
Order = 3,
Type = CaseType.MonoTest,
Description="芭芭拉仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Barbara"))
end)
}
self.KaeyaLevelUpCheck = {
Order = 4,
Type = CaseType.MonoTest,
Description="凯亚仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Kaeya"))
end)
}
self.LisaLevelUpCheck = {
Order = 5,
Type = CaseType.MonoTest,
Description="丽莎仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Lisa"))
end)
}
self.QinLevelUpCheck = {
Order = 6,
Type = CaseType.MonoTest,
Description="琴仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Qin"))
end)
}
self.DilucLevelUpCheck = {
Order = 7,
Type = CaseType.MonoTest,
Description="迪卢克仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Diluc"))
end)
}
self.RazorLevelUpCheck = {
Order = 8,
Type = CaseType.MonoTest,
Description="雷泽仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Razor"))
end)
}
self.VentiLevelUpCheck = {
Order = 9,
Type = CaseType.MonoTest,
Description="温迪仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Venti"))
end)
}
self.XianglingLevelUpCheck = {
Order = 10,
Type = CaseType.MonoTest,
Description="香菱仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
Action = UAutoCoroutine(function()
yield_return(self:UpLevelCheck("Xiangling"))
end)
}
return self