--baseClass提供基础接口 local baseClass = require('UAuto/Base/UAutoLuaTestBase') --所有testcase继承baseClass local UAutoLuaTestCase = class("RunScene",baseClass) local self = UAutoLuaTestCase self.TestFixture = "RunSceneManualPoint" self.Category = "PerformanceTest" self.Description = "性能测试跑图::跑动" self.Order=10000 self.Step1 = { Order = 1, Type = CaseType.MonoTest, Description = "移动到目标点", Action = UAutoCoroutine(function() -- 获取当前entity local entityManager = singletonManager:GetSingletonInstance("MoleMole.EntityManager") local localAvatar = entityManager:GetLocalAvatarEntity() yield_return(self.base:RunGM("STAMINA INFINITE ON")) yield_return(self.base:RunGM("WUDI ON")) -- 设定角色隐身 CS.MoleMole.GlobalVars.DebugPlayerInvisible_On = true -- local targetPos1 = CS.UnityEngine.Vector3(2684.624, 193.4953, -1685.262) -- local targetPos2 = CS.UnityEngine.Vector3(2704.561, 196.568, -1650.283) -- local targetPos3 = CS.UnityEngine.Vector3(2831.11, 198.2245, -1784.629) -- local targetPos4 = CS.UnityEngine.Vector3(2791.336, 193.822, -1810.159) -- -- 新手沙滩 -- local minX = 2780 -- local maxX = 2820 -- local minZ = -1800 -- local maxZ = -1710 -- 风龙巢穴 key point -- 中心点 local center = CS.UnityEngine.Vector3(2653, 300, 118) local interaction = 20 local minX = 2430 local maxX = 2944 local x = minX local z = 220 -- 测试路点生成 -- local posArray = {CS.UnityEngine.Vector3(2470.00, 210.38, 180.00), CS.UnityEngine.Vector3(2470.00, 204.01, 120.00), CS.UnityEngine.Vector3(2470.00, 211.14, 320.00)} -- 初始化 -- 角色闪现到第一个点 y = self.base:GetCurrentY(x, z) pos = CS.UnityEngine.Vector3(x, y, z) localAvatar:SetPosition(pos) -- 等待5秒 yield_return(CS.UnityEngine.WaitForSeconds(5)) -- 开启性能采集 yield_return(self.base:RunGM("StartStatUnit RunScenePerfManual 2")) -- 开始跑点 while (x <= maxX) do y = self.base:GetCurrentY(x, z) local pos = CS.UnityEngine.Vector3(x, y, z) yield_return(self.base:MoveToPositionUntilStateChange(pos, 10, 1)) x = x + interaction end -- 停止性能采集 yield_return(self.base:RunGM("StopStatUnit")) end) } return self