mirror of
https://gitlab.com/YuukiPS/GSServer-CBT.git
synced 2025-08-05 11:17:05 +03:00
melon
This commit is contained in:
@@ -0,0 +1,54 @@
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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
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local UAutoLuaTestCase = class("ChangeCharacter",baseClass)
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local self = UAutoLuaTestCase
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UAutoLuaTestCase.TestFixture = "ChangeCharacter"
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UAutoLuaTestCase.Category = "UI,角色通用"
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self.Description = "换人"
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UAutoLuaTestCase.SetUp = {
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Order = 0.1,
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Type = CaseType.MonoTest,
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Description = "初始化",
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Action = UAutoCoroutine(function()
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yield_return(self.base:SetUpVariables())
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end)
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}
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UAutoLuaTestCase.ChangeAyaka = {
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Order = 5,
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Type = CaseType.MonoTest,
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Description = "换绫华",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Ayaka"))
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end)
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}
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UAutoLuaTestCase.ChangeAmber = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description = "换安柏",
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Action = UAutoCoroutine(function ()
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yield_return(self:ChangeAvatar("Anbo"))
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end)
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}
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UAutoLuaTestCase.ChangeQin = {
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Order = 2,
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Type = CaseType.MonoTest,
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Description = "换琴",
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Action = UAutoCoroutine(function ()
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yield_return(self:ChangeAvatar("Qin"))
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end)
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}
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UAutoLuaTestCase.ChangeLisa = {
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Order = 3,
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Type = CaseType.MonoTest,
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Description = "换丽莎",
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Action = UAutoCoroutine(function ()
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yield_return(self:ChangeAvatar("Lisa"))
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end)
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}
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return self
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@@ -0,0 +1,78 @@
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local baseClass = require('UAuto/TestCases/UI/Character/CharacterPageBase')
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local UAutoLuaTestCase = class("CharacterEnterReturnTwice",baseClass)
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local self = UAutoLuaTestCase
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self.Category="UI,角色养成系统"
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UAutoLuaTestCase.TestFixture = "CharacterEnterReturnTwice"
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self.Description = "在主城边打开角色界面->退出->再次打开角色界面"
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UAutoLuaTestCase.FlyToHall = {
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Order=0.9,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "瞬移到主城口",
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Action = UAutoCoroutine(function()
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yield_return(self.base:TelePort(CS.UnityEngine.Vector3(2154.3323,210.6245,-1034.27304)))
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end)
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}
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UAutoLuaTestCase.OpenCharacterPage = {
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Order=1,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "打开角色页面",
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Action = UAutoCoroutine(self.OpenCharacterPageAction)
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}
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UAutoLuaTestCase.CloseCharacterPage = {
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Order=2,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "关闭角色页面",
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Action = UAutoCoroutine(self.CloseCharacterPageAction)
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}
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UAutoLuaTestCase.ReturnToHome = {
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Order=3,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "返回到Home",
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Action = UAutoCoroutine(function()
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self.monoInLevelMainPage.gmButton.onClick:Invoke()
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yield_return (self.base:WaitFoundGameObject("InLevelDebugMenuDialog",function(result) self.InLevelDebugMenuDialog = result end))
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self.MonoInLevelDebugMenuDialog = self.InLevelDebugMenuDialog:GetComponent("MonoInLevelDebugMenuDialog")
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self.MonoInLevelDebugMenuDialog.returnButton.onClick:Invoke()
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yield_return (self.base:WaitLevelLoaded("Home"))
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end)
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}
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UAutoLuaTestCase.EnterMaster = {
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Order=4,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "再次进入Daily",
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Action = UAutoCoroutine(function()
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yield_return(self.base:EnterBigWorldFromGame("Daily",false))
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yield_return (self.base:WaitLevelLoaded("Level"))
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yield_return(self:WaitCutScene(true,60,true))
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end)
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}
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UAutoLuaTestCase.OpenCharacterPageAgain = {
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Order=5,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "再次打开角色页面",
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Action = UAutoCoroutine(self.OpenCharacterPageAction)
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}
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UAutoLuaTestCase.CloseCharacterPageAgain = {
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Order=6,
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Category="角色养成系统",
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Type = CaseType.MonoTest,
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Description = "关闭角色页面",
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Action = UAutoCoroutine(self.CloseCharacterPageAction)
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}
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return self
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@@ -0,0 +1,26 @@
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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
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local UAutoLuaTestCase = class("CharacterPageBase",baseClass)
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UAutoLuaTestCase.TestFixture = "CharacterPageBase"
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local self = UAutoLuaTestCase
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function self.OpenCharacterPageAction()
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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yield_return(self.base:SetUpVariables())
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print(self.InLevelMainPage)
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self.monoInLevelMainPage = self.InLevelMainPage:GetComponent("MonoInLevelMainPage")
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self.monoInLevelMainPage.characterPageToggle.onClick:Invoke()
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yield_return (self.base:WaitFoundGameObject("CharacterPage",function(result) self.CharacterPage = result end))
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end
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function self.CloseCharacterPageAction()
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yield_return (self.base:WaitFoundGameObject("CharacterPage",function(result) self.CharacterPage = result end))
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yield_return(CS.UnityEngine.WaitForSeconds(5))
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self.MonoCharacterPage = self.CharacterPage:GetComponent("MonoCharacterPage")
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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self._returnButton = self.MonoCharacterPage:GetPrivateField("_returnButton")
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self._returnButton:GetButton().onClick:Invoke()
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yield_return(CS.UnityEngine.WaitForSeconds(5))
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end
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return self
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@@ -0,0 +1,141 @@
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local baseClass = require('UAuto/TestCases/UI/Character/CharacterPageBase')
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local UAutoLuaTestCase = class("OpenAllProperties",baseClass)
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local self = UAutoLuaTestCase
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UAutoLuaTestCase.TestFixture = self.__className
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self.Description = "打开角色页面,依次查看各角色属性页面"
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self.Category="UI,角色养成系统"
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UAutoLuaTestCase.SetUp = {
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Order = 0.1,
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Type = CaseType.MonoTest,
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Description = "初始化",
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Action = UAutoCoroutine(function()
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yield_return(self.base:SetUpVariables())
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end)
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}
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self.OpenCharacter = {
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Order=1,
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Category="角色养成系统",
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Description = "打开角色页面",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(self.OpenCharacterPageAction)
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}
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self.ChoosePropertyTab = {
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Order=2,
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Category="角色养成系统",
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Description = "选择属性页",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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self.MonoCharacterPage = self.CharacterPage:GetComponent("MonoCharacterPage")
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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self.MonoCharacterPage.weaponButton.onClick:Invoke()
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.MonoCharacterPage.propertyButton.onClick:Invoke()
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local timeout=10
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while self.MonoCharacterPage.propertyButton.interactable do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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timeout=timeout-1
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assert(timeout>0,"打开属性页失败")
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end
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end)
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}
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self.ChooseWeaponTab = {
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Order=3,
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Category="角色养成系统",
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Description = "选择武器页",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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self.MonoCharacterPage = self.CharacterPage:GetComponent("MonoCharacterPage")
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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self.MonoCharacterPage.weaponButton.onClick:Invoke()
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.MonoCharacterPage.weaponButton.onClick:Invoke()
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local timeout=10
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while self.MonoCharacterPage.weaponButton.interactable do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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timeout=timeout-1
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assert(timeout>0,"打开武器页失败")
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end
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end)
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}
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self.ChooseRelicTab = {
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Order=4,
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Category="角色养成系统",
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Description = "选择圣遗物页",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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self.MonoCharacterPage = self.CharacterPage:GetComponent("MonoCharacterPage")
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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self.MonoCharacterPage.relicButton.onClick:Invoke()
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.MonoCharacterPage.relicButton.onClick:Invoke()
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local timeout=10
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while self.MonoCharacterPage.relicButton.interactable do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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timeout=timeout-1
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assert(timeout>0,"打开圣遗物页失败")
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end
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end)
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}
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self.ChooseTalentTab = {
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Order=5,
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Category="角色养成系统",
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Description = "选择天赋页",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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yield_return(self.base:RunGM("player exp 1000"))
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self.MonoCharacterPage = self.CharacterPage:GetComponent("MonoCharacterPage")
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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self.MonoCharacterPage.talentButton.onClick:Invoke()
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self.MonoCharacterPage.talentButton.onClick:Invoke()
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local timeout=10
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while self.MonoCharacterPage.talentButton.interactable do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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timeout=timeout-1
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assert(timeout>0,"打开天赋页失败")
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end
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end)
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}
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self.ChooseAvatarTabs = {
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Order=6,
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Category="角色养成系统",
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Description = "依次点击各角色",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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assert(self.MonoCharacterPage~=nil,"MonoCharacterPage is nil")
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local MonoImgTabs = self.MonoCharacterPage.grpTab:GetComponentsInChildren(typeof(CS.MoleMole.MonoImgTab))
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print(MonoImgTabs.Length)
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for i=0,MonoImgTabs.Length-1 do
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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yield_return(self.base:ClickOnPointerObject(MonoImgTabs[i].gameObject))
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end
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end)
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}
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self.Close = {
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Order=7,
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Category="角色养成系统",
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Description = "关闭CharacterPage",
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Type = CaseType.MonoTest,
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Action = UAutoCoroutine(function()
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self:CloseCharacterPageAction()
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end)
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}
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return self
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68
soggy_resources/lua/UAuto/TestCases/ui/map/MapTransPoint.lua
Normal file
68
soggy_resources/lua/UAuto/TestCases/ui/map/MapTransPoint.lua
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@@ -0,0 +1,68 @@
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local baseClass = require('UAuto/Base/UAutoLuaTestBase')
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local UAutoLuaTestCase = class("MapTransPoint",baseClass)
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local self = UAutoLuaTestCase
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UAutoLuaTestCase.TestFixture = "MapTransPoint"
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UAutoLuaTestCase.Category = "UI,小地图"
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self.Description = "点击小地图上各传送点"
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function UAutoLuaTestCase.FindAllMapPointAction()
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yield_return(self:OpenMap())
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yield_return(self.base:WaitFoundGameObjectsInChildren(self.InLevelMapPage,"MarkPoint",function(result) self.MarkPoints = result end))
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assert(self.MarkPoints~=nil,"FindAllMapPointAction No MarkTransPoints")
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end
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function UAutoLuaTestCase.ClickTransPointsAction()
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yield_return(self.FindAllMapPointAction())
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assert(self.MarkPoints~=nil,"ClickTransPointsAction No MonoMapMark")
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yield_return(self:CloseMap())
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for k,v in pairs(self.MarkPoints) do
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self.monoMapMark = v:GetComponent("MonoMapMark")
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print(self.monoMapMark.markType:EnumToInt())
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if(self.monoMapMark.markType:EnumToInt()==1 and (self.monoMapMark.iconType:EnumToInt()==100
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or (self.monoMapMark.iconType:EnumToInt()>=200 and self.monoMapMark.iconType:EnumToInt()<300))) then
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if (v.transform.localPosition.x < math.huge and v.transform.localPosition.x > -math.huge) then
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print(v.transform.localPosition)
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yield_return(self:OpenMap())
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yield_return(CS.UnityEngine.WaitForSeconds(2))
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yield_return(self.base:ClickOnMap(v))
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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yield_return(self.base:WaitLevelLoaded("Level"));
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yield_return(CS.UnityEngine.WaitForSeconds(2))
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end
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end
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end
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end
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UAutoLuaTestCase.SetUp = {
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Order = 0.1,
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Type = CaseType.MonoTest,
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Description = "初始化,GM命令开启传送点",
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Action = UAutoCoroutine(function()
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yield_return(self.base:RunGM("quest finish 35001"))
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yield_return(self.base:RunGM("point 3 all"))
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yield_return(self.base:SetUpVariables())
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end)
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}
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UAutoLuaTestCase.ClickAllTransPoints = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description = "依次点击各个传送点,并传送",
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Action = UAutoCoroutine(self.ClickTransPointsAction)
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}
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UAutoLuaTestCase.CloseMiniMap = {
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Order = 3,
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Type = CaseType.MonoTest,
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Description = "关闭小地图",
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Action = UAutoCoroutine(function()
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self:CloseMap()
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end)
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}
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return self
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Block a user