local baseClass = require('UAuto/Base/UAutoLuaTestBase') local UAutoLuaTestCase = class("PumpkinBomb01",baseClass) local self = UAutoLuaTestCase UAutoLuaTestCase.TestFixture = "PumpkinBomb01" UAutoLuaTestCase.Category = "交互机关" self.Description="爆炸南瓜" local PumpPosition = CS.UnityEngine.Vector3(2745.824, 194.5971, -1718.185) local AttackPosition = CS.UnityEngine.Vector3(2740.824, 194.5971, -1718.185) self.Order=707 UAutoLuaTestCase.SetUp = { Order = 0.1, Type = CaseType.MonoTest, Description="初始化", Action = UAutoCoroutine(function() yield_return(self.base:SetUpVariables()) end) } UAutoLuaTestCase.FindPumpkinBomb01 = { Order = 1, Type = CaseType.MonoTest, Description="在2745.824, 194.5971, -1718.185创建爆炸南瓜", Action = UAutoCoroutine(function() yield_return(self.base:TelePort(PumpPosition)) yield_return(self.base:RunGM("GADGET 70220004 1")) yield_return(self.base:RunGM("ENERGY INFINITE ON")) yield_return(self.base:RunGM("WUDI ON")) end) } UAutoLuaTestCase.FireOnPumpkinBomb01 = { Order = 2, Type = CaseType.MonoTest, Description="使用安柏充能技打击南瓜", Action = UAutoCoroutine(function() yield_return(self:ChangeAvatar("Anbo")) self.oldCount = self.base:GetEntityCount("PumpkinBomb01") print(self.oldCount) yield_return(self.base:MoveToPosition(AttackPosition)) yield_return(self.base:RotateCamera(PumpPosition)) yield_return(self.base:Skill(4)) yield_return(self.base:RunGM("ENERGY INFINITE OFF")) end) } UAutoLuaTestCase.WaitPumpkinBombFinish = { Order = 3, Type = CaseType.MonoTest, Description="等待爆炸并检查南瓜消失", Action = UAutoCoroutine(function() yield_return(CS.UnityEngine.WaitForSeconds(10)) self.newCount = self.base:GetEntityCount("PumpkinBomb01") print(self.newCount-self.oldCount) assert(self.oldCount - self.newCount >= 1, "PumpkinBomb01 not disappear") yield_return(self.base:RunGM("WUDI OFF")) end) } return self