Aetheria/Assets/Scripts/Editor/ScenarioPickerVerify.cs
soul 09de7e5eb2 ScenarioPicker: selected row in the menu accent, title is group over name, panes docked 128 apart; verify and capture run green in Unity; metas
The prefab row tint is nearly invisible on the row's graphic, the long scenario name overflowed a 480-wide title, and the list scrolls to keep the selection in view.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 01:42:56 +02:00

193 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
// The picker's selection and keyboard rules, driven through the events the game delivers: Move and Cancel reach the
// focused Launch button through ExecuteEvents, as the Input System UI module sends them, and a click is Button.onClick.
//
// Unity -batchmode -projectPath <project> -executeMethod ScenarioPickerVerify.Run -logFile <log>
//
// Exits the Editor itself, 0 when every rule holds and 1 on the first that does not.
public static class ScenarioPickerVerify
{
private sealed class Fake : Scenario
{
private readonly uint _seed;
private readonly bool _ambient;
public Fake(string name, uint seed = 0, bool ambient = true) { Name = name; _seed = seed; _ambient = ambient; }
public override string Name { get; }
public override string Id => Name.ToLowerInvariant();
public override string Brief => $"brief of {Name}";
public override uint Seed => _seed;
public override bool Ambient => _ambient;
public override Galaxy Generate(GalaxyStage stage) => throw new NotSupportedException();
public override void Stage(ScenarioStage stage) => throw new NotSupportedException();
}
private sealed class Screen
{
public ScenarioPicker Picker;
public PropertiesPanel List, Detail;
public Button[] Rows;
public Button Back, Launch;
public readonly List<Scenario> Launched = new List<Scenario>();
public int Backs;
public Scenario[] A, B, C;
}
public static void Run()
{
try
{
SelectionFollowsClicksAndArrows();
ArrowsStopAtTheEnds();
LeftAndRightAreIgnored();
LaunchIsOnePathAndFocusClears();
CancelAndBackAreOnePath();
DetailPaneFollowsSelection();
OneGroupHasNoSectionLabel();
Debug.Log("[ScenarioPickerVerify] ok");
EditorApplication.Exit(0);
}
catch (Exception exception)
{
Debug.LogException(exception);
EditorApplication.Exit(1);
}
}
private static void Require(bool condition, string what)
{
if (!condition) throw new InvalidOperationException(what);
}
private static Screen Build(bool oneGroup = false)
{
var (_, list, detail) = ScenarioPickerCapture.Build();
// Build opens the scene afresh, which destroys the previous EventSystem.
var events = new GameObject("verify EventSystem").AddComponent<EventSystem>();
// Edit mode never calls OnEnable, which is what registers an EventSystem as current.
typeof(EventSystem).GetMethod("OnEnable", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).Invoke(events, null);
var screen = new Screen
{
List = list, Detail = detail,
A = new Scenario[] { new Fake("Alpha", 7), new Fake("Beta") },
B = new Scenario[] { new Fake("Gamma", ambient: false) },
C = new Scenario[] { new Fake("Delta"), new Fake("Echo") }
};
var groups = oneGroup
? new List<(string label, Scenario[] scenarios)> { ("modes", screen.A) }
: new List<(string label, Scenario[] scenarios)> { ("modes", screen.A), ("development", screen.B), ("test arenas", screen.C) };
screen.Picker = ScenarioPicker.Show(list, detail, groups, screen.Launched.Add, () => screen.Backs++);
var buttons = list.GetComponentsInChildren<PropertyButton>(false).Where(button => !button.transform.IsChildOf(detail.transform)).Select(button => button.Button).ToArray();
screen.Rows = buttons.Take(buttons.Length - 1).ToArray();
screen.Back = buttons.Last();
screen.Launch = detail.GetComponentsInChildren<PropertyButton>(false).Single().Button;
return screen;
}
private static void Move(Screen screen, MoveDirection direction) =>
ExecuteEvents.Execute(screen.Launch.gameObject, new AxisEventData(EventSystem.current) { moveDir = direction }, ExecuteEvents.moveHandler);
private static void Cancel(Screen screen) =>
ExecuteEvents.Execute(screen.Launch.gameObject, new BaseEventData(EventSystem.current), ExecuteEvents.cancelHandler);
private static string Selected(Screen screen) => screen.Picker.Selected.Name;
private static void SelectionFollowsClicksAndArrows()
{
var screen = Build();
Require(screen.Rows.Length == 5, $"Expected 5 scenario rows, found {screen.Rows.Length}.");
Require(Selected(screen) == "Alpha", "The first scenario is not selected on Show.");
Require(EventSystem.current.currentSelectedGameObject == screen.Launch.gameObject, "Launch is not focused on Show.");
Move(screen, MoveDirection.Down);
Require(Selected(screen) == "Beta", "Down did not select the next row.");
Move(screen, MoveDirection.Down);
Require(Selected(screen) == "Gamma", "Down did not cross into the next group.");
Move(screen, MoveDirection.Up);
Require(Selected(screen) == "Beta", "Up did not select the previous row.");
screen.Rows[3].onClick.Invoke();
Require(Selected(screen) == "Delta", "Clicking a name did not select it.");
Require(screen.Launched.Count == 0, "Clicking a name launched it.");
Require(EventSystem.current.currentSelectedGameObject == screen.Launch.gameObject, "A click on a name took focus off Launch.");
Require(screen.Rows.All(row => row.navigation.mode == Navigation.Mode.None) && screen.Launch.navigation.mode == Navigation.Mode.None
&& screen.Back.navigation.mode == Navigation.Mode.None, "A picker button still takes Unity navigation.");
var accent = screen.Rows[3].targetGraphic.color;
Require(screen.Rows.Where((row, i) => i != 3).All(row => row.targetGraphic.color != accent), "Only the selected row is drawn in the accent.");
Move(screen, MoveDirection.Up);
Require(screen.Rows[2].targetGraphic.color == accent && screen.Rows[3].targetGraphic.color != accent, "The accent did not follow the selection.");
}
private static void ArrowsStopAtTheEnds()
{
var screen = Build();
Move(screen, MoveDirection.Up);
Require(Selected(screen) == "Alpha", "Up wrapped off the first row.");
for (var i = 0; i < 10; i++) Move(screen, MoveDirection.Down);
Require(Selected(screen) == "Echo", "Down wrapped or stopped short of the last row.");
}
private static void LeftAndRightAreIgnored()
{
var screen = Build();
Move(screen, MoveDirection.Down);
Move(screen, MoveDirection.Left);
Move(screen, MoveDirection.Right);
Require(Selected(screen) == "Beta", "Left or Right moved the selection.");
}
private static void LaunchIsOnePathAndFocusClears()
{
var screen = Build();
Move(screen, MoveDirection.Down);
screen.Launch.onClick.Invoke();
Require(screen.Launched.Count == 1 && screen.Launched[0] == screen.A[1], "Launch did not launch the selected scenario once.");
Require(EventSystem.current.currentSelectedGameObject == null, "Focus survived Launch, so a second Enter could launch again.");
Require(screen.Backs == 0, "Launch went back.");
}
private static void CancelAndBackAreOnePath()
{
var screen = Build();
Cancel(screen);
Require(screen.Backs == 1 && screen.Launched.Count == 0, "Cancel did not go back exactly once.");
Require(EventSystem.current.currentSelectedGameObject == null, "Focus survived Cancel.");
screen = Build();
screen.Back.onClick.Invoke();
Require(screen.Backs == 1 && screen.Launched.Count == 0, "The Back button did not go back exactly once.");
Require(EventSystem.current.currentSelectedGameObject == null, "Focus survived Back.");
}
private static string DetailText(Screen screen)
{
screen.Detail.RefreshValues();
return string.Join("|", screen.Detail.GetComponentsInChildren<TextMeshProUGUI>(false).Select(text => text.text));
}
private static void DetailPaneFollowsSelection()
{
var screen = Build();
var first = DetailText(screen);
Require(first.Contains("brief of Alpha") && first.Contains("7") && first.Contains("on"), $"Detail does not describe Alpha: {first}");
Require(screen.Detail.Title.text == MainMenu.TitleSubtitle("modes", "Alpha"), "Detail title is not the name and group.");
Move(screen, MoveDirection.Down);
Move(screen, MoveDirection.Down);
var third = DetailText(screen);
Require(third.Contains("brief of Gamma") && third.Contains("new each launch") && third.Contains("off"), $"Detail does not describe Gamma: {third}");
Require(screen.Detail.Title.text == MainMenu.TitleSubtitle("development", "Gamma"), "Detail title did not follow the selection.");
Require(screen.Detail.GetComponentsInChildren<PropertyButton>(false).Single().Button == screen.Launch, "Selecting rebuilt the Launch button.");
}
private static void OneGroupHasNoSectionLabel()
{
var many = Build();
var one = Build(oneGroup: true);
Require(many.List.Children == 5 + 3 + 1, $"Three groups should list 5 rows, 3 section labels and Back, not {many.List.Children} children.");
Require(one.List.Children == 2 + 1, $"One group should list its 2 rows and Back, not {one.List.Children} children.");
}
}