mirror of
https://gitlab.com/YuukiPS/GSServer-CBT.git
synced 2024-12-26 15:59:22 +03:00
109 lines
3.6 KiB
Lua
109 lines
3.6 KiB
Lua
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require('Actor/ActorCommon')
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--baseClass提供基础接口
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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
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--所有testcase继承baseClass
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local UAutoLuaTestCase = class("RunScene",baseClass)
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local self = UAutoLuaTestCase
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self.TestFixture = "RunSceneSetPosMini"
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self.Category = "PerformanceTest"
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self.Description = "性能测试跑图setPos"
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self.Order=10001
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self.Step1 = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description = "移动到目标点",
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Action = UAutoCoroutine(function()
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-- 获取当前entity
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local entityManager = singletonManager:GetSingletonInstance("MoleMole.EntityManager")
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local localAvatar = entityManager:GetLocalAvatarEntity()
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yield_return(self.base:RunGM("STAMINA INFINITE ON"))
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yield_return(self.base:RunGM("WUDI ON"))
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-- 设定角色隐身
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CS.MoleMole.GlobalVars.DebugPlayerInvisible_On = true
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-- 开启性能采集
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yield_return(self.base:RunGM("StartStatUnit RunScenePerf"))
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-- 风龙巢穴片区
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local minX = 2600
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local maxX = 2800
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local minZ = 20
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local maxZ = 280
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local x = minX
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local z = minZ
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local rotX = 0
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-- 网格粒度
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local interaction = 10
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local direction = true
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while (x <= maxX)
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do
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if direction then
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-- 正向遍历z
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while (z <= maxZ)
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do
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y = self.base:GetCurrentY(x, z)
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pos = CS.UnityEngine.Vector3(x, y, z)
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-- 等待3秒
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yield_return(CS.UnityEngine.WaitForSeconds(3))
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globalActor:LoadSectorByPos(pos, function()
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-- isInBigWorld = self.base:IsInLimitRegion(pos)
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if true then
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-- 坐标在大世界内
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-- 移动角色到目标点
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localAvatar:SetPosition(pos)
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z = z + interaction
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end
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end)
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-- 等待1秒
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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-- 采集数据
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yield_return(self.base:RunGM("SnapshotStatUnit -1"))
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-- 等待1秒
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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end
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else
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-- 逆向遍历z
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while (z >= minZ)
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do
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y = self.base:GetCurrentY(x, z)
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pos = CS.UnityEngine.Vector3(x, y, z)
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-- 等待3秒
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yield_return(CS.UnityEngine.WaitForSeconds(3))
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globalActor:LoadSectorByPos(pos, function()
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-- isInBigWorld = self.base:IsInLimitRegion(pos)
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if true then
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-- 坐标在大世界内
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-- 移动角色到目标点
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localAvatar:SetPosition(pos)
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z = z - interaction
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end
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end)
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-- 等待1秒
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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-- 采集数据
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yield_return(self.base:RunGM("SnapshotStatUnit -1"))
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-- 等待1秒
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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end
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end
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x = x + interaction
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direction = not direction
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end
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yield_return(self.base:RunGM("StopStatUnit"))
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end)
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}
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return self
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