This commit is contained in:
Akbar Yahya
2022-11-21 16:30:31 +08:00
commit e0d4d8040c
3326 changed files with 683000 additions and 0 deletions

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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
local UAutoLuaTestCase = class("Avatar100Dead",baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "Avatar100Dead"
self.Category = "死亡复活恢复"
self.Order = 2000
self.Description = "角色死亡"
local CliffStartPosition = CS.UnityEngine.Vector3(1514.75 , 281.3354 , -1585.041)
local CliffTargetPosition = CS.UnityEngine.Vector3(1512.83 , 280.8578 , -1589.611)
UAutoLuaTestCase.SetUp = {
Order = 0.1,
Type = CaseType.MonoTest,
Description = "初始化",
Action = UAutoCoroutine(function()
yield_return(self.base:SetUpVariables())
end)
}
UAutoLuaTestCase.GotoCliff = {
Order = 1,
Type = CaseType.MonoTest,
Description = "移动到悬崖",
Action = UAutoCoroutine(function()
yield_return(self.base:TelePort(CliffStartPosition))
end)
}
UAutoLuaTestCase.JumpFromCliff = {
Order = 2,
Type = CaseType.MonoTest,
Description = "一直往前跑,跳崖并检查死亡",
Action = UAutoCoroutine(function()
self.direction = CliffTargetPosition - CliffStartPosition
local timeout = 30
while true do
yield_return(self.base:StartMove(self.direction))
yield_return(CS.UnityEngine.WaitForSeconds(1))
timeout = timeout-1
assert(timeout>0,"Wait dead timeout")
if(self.base.avatar.isAlive==false) then
break
end
end
end)
}
UAutoLuaTestCase.StopMove = {
Order = 3,
Type = CaseType.MonoTest,
Description = "停止往前跑",
Action = UAutoCoroutine(function()
yield_return(self.base:StopMove(self.direction))
end)
}
return self

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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
local UAutoLuaTestCase = class("AutoTest_test",baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "AutoTest_test"
self.Category = "默认分类" --自行修改分类
self.Description = "AutoTest_test" --自行修改用例描述
UAutoLuaTestCase.Step_1 = {
Order = 1, --执行顺序
Type = CaseType.MonoTest,
Description = "Step_1", --步骤描述
Action = UAutoCoroutine(function()
--yield_return(self.base:CollectPoint())
yield_return(CS.UnityEngine.WaitForSeconds(1))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("AmborSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "AmborSkill"
self.Category = "角色技能"
self.Description = "安柏角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Anbo"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-娃娃",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻(瞄准射击)",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
yield_return(self.base:Skill(0))
end)
}
return self

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local baseClass = require("UAuto/Base/UAutoLuaTestBase")
local UAutoLuaTestCase = class("AvatarSkillBase", baseClass)
local self = UAutoLuaTestCase
self.base = TestCaseBaseClass()
self.TestFixture = "AvatarSkillBase"
self.safePos = "1955.741 196.5956 -1298.704"
self.doSkillCount = 15
self.doSkillWait = 0.3
self.caseWait = 5
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("AyakaSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "AyakaSkill"
self.Category = "角色技能"
self.Description = "绫华角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Ayaka"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-冰圈",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill2 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能2-水激流",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(2, false))
yield_return(self.base:MoveByAngle(180))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(2))
yield_return(self.base:MoveByAngle(180, true))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("BarbaraSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "BarbaraSkill"
self.Category = "角色技能"
self.Description = "芭芭拉角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Barbara"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-小水圈",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("DilucSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "DilucSkill"
self.Category = "角色技能"
self.Description = "迪卢克角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Diluc"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-猛地一砍",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("KaeyaSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "KaeyaSkill"
self.Category = "角色技能"
self.Description = "凯亚角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Kaeya"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-一团冰气",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("LisaSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "LisaSkill"
self.Category = "角色技能"
self.Description = "丽莎角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Lisa"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-电球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("PlayerBoySkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "PlayerBoySkill"
self.Category = "角色技能"
self.Description = "男主角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("PlayerBoy"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
yield_return(self.base:RunGM("skill depot 504"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill10 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill11 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("PlayerGirlSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "PlayerGirlSkill"
self.Category = "角色技能"
self.Description = "女主角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("PlayerGirl"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
yield_return(self.base:RunGM("skill depot 504"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill10 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill11 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("QinSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "QinSkill"
self.Category = "角色技能"
self.Description = "琴角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Qin"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill10 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill11 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强小技能1-风球",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("RazorSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "RazorSkill"
self.Category = "角色技能"
self.Description = "雷泽角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Razor"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-狼爪",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技(释放后接普攻)",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("VentiSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "VentiSkill"
self.Category = "角色技能"
self.Description = "温蒂角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Venti"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻(瞄准射击)",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-一团风",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self

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local baseClass = require("UAuto/TestCases/Avatar/Skill/AvatarSkillBase")
local UAutoLuaTestCase = class("XianglingSkill", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "XianglingSkill"
self.Category = "角色技能"
self.Description = "香菱角色技能"
self.OrderIndex = 0;
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill00 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:RunGM("goto "..self.safePos, true, true))
yield_return(self:ChangeAvatar("Xiangling"))
yield_return(self.base:RunGM("WUDI ON"))
yield_return(self.base:RunGM("ENERGY INFINITE ON"))
local attackCount = self.doSkillCount
while attackCount > 0 do
yield_return(CS.UnityEngine.WaitForSeconds(self.doSkillWait))
yield_return(self.base:Skill(0))
attackCount = attackCount - 1
end
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill01 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "加强普攻",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(0, false))
yield_return(CS.UnityEngine.WaitForSeconds(2))
yield_return(self.base:SkillUp(0))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill1 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "小技能1-熊猫",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(1))
end)
}
self.OrderIndex = self.OrderIndex + 1;
self.DoSkill4 = {
Order = self.OrderIndex,
Type = CaseType.MonoTest,
Description = "充能技",
Action = UAutoCoroutine(function()
yield_return(CS.UnityEngine.WaitForSeconds(self.caseWait))
yield_return(self.base:Skill(4))
end)
}
return self