GSServer-CBT/soggy_resources/lua/UAuto/TestCases/quest/FirstGoddess.lua

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--baseClass提供基础接口
local baseClass = require('UAuto/Base/UAutoLuaTestBase')
--所有testcase继承baseClass
local UAutoLuaTestCase = class("FirstGoddess",baseClass)
--测试集名称(必选)
UAutoLuaTestCase.TestFixture = "FirstGoddess"
local self = UAutoLuaTestCase
self.Description = "第一个女神像"
self.Category="任务系统,女神像引导系统"
self.Order = 3.5
function UAutoLuaTestCase.GotoGoddessAction()
--yield_return(self.base:TelePort(CS.UnityEngine.Vector3(517.5846,215.0666,-304.1295)))
self.goddessEntity=nil
yield_return(self.base:WaitFoundNearByEntityByName("SceneObj_NPC_Goddess",
function(result) self.goddessEntity = result end))
assert(self.goddessEntity~=nil,"self.goddessEntity is null")
yield_return(self.base:MoveToEntity(self.goddessEntity))
end
--测试case
self.GotoGoddess = {
--当前case执行顺序
Order=1,
--当前case分类
Category="任务系统",
Description = "到神像旁边",
--测试case类型MonoTest 游戏中测试以协程方式执行可以通过yield_return释放控制权不会卡住游戏
Type = CaseType.MonoTest,
--具体case的执行逻辑MonoTest类型需用UAutoCoroutine开头
Action = UAutoCoroutine(self.GotoGoddessAction)
}
self.TalkToGoddess = {
--当前case执行顺序
Order=2,
--当前case分类
Category="任务系统",
Description = "与神像对话",
--测试case类型MonoTest 游戏中测试以协程方式执行可以通过yield_return释放控制权不会卡住游戏
Type = CaseType.MonoTest,
--具体case的执行逻辑MonoTest类型需用UAutoCoroutine开头
Action = UAutoCoroutine(function()
print "TalkToGoddessAction"
yield_return(self:WaitTalk("女神像"))
end)
}
self.WaitGoddessCurScene = {
Order=3,
Category="任务系统",
Type = CaseType.MonoTest,
Description = "等待神像的CutScene结束",
Action = UAutoCoroutine(function()
print "WaitGoddessCurScene"
yield_return(self:WaitCutScene(true))
end)
}
self.CloseUnlockPopupMap = {
Order=4,
Category="任务系统",
Type = CaseType.MonoTest,
Description = "关闭解锁小地图时的弹出框",
Action = UAutoCoroutine(function()
print "Close Map"
yield_return(self:CloseMap())
end)
}
--一定要返回当前类对象
return self