Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
どこから始めるUnity Test
Search
Sponsored
·
SiteGround - Reliable hosting with speed, security, and support you can count on.
→
いも
January 23, 2019
Programming
3.7k
5
Share
Embed
Copy iframe code
Copy JS code
Copy link
Start on current slide
どこから始めるUnity Test
Gotanda Unity #10 のLT資料です。
いも
January 23, 2019
More Decks by いも
See All by いも
UnityプログラミングバイブルR6号宣伝&Unity Logging小話
adarapata
0
630
Unityテスト活動のふりかえり
adarapata
1
660
Gather.townはいいぞ その後
adarapata
1
1.7k
Unityでの開発事例
adarapata
3
23k
どこのご家庭にもあるシーンマネージャーの話
adarapata
2
8.7k
Gather.townはいいぞ
adarapata
2
2.4k
宴はいいぞ
adarapata
0
2.2k
わかった気になるモブプログラミング
adarapata
1
180
モブワークっぽいのをやっている話/Trying mobwork
adarapata
2
1.3k
Other Decks in Programming
See All in Programming
TypeScript+Orvalで実現する型安全かつ堅牢でスケーラブルなマルチチャネル通知基盤 / TSKaigi Night talks ~after conference~
d0riven
0
340
JJUG CCC 2026 Spring: JSpecify で実現する Kotlin フレンドリーな Java API 設計
ternbusty
1
180
Lemonade + Foundry Toolkit でお手軽アプリ開発
seosoft
1
340
Honoでのサプライチェーン侵害対策 〜 3つのライブラリに学ぶ
yusukebe
6
1.3k
Signal Forms: Details & Live Coding @enterJS 2026 in Mannheim
manfredsteyer
PRO
0
140
代数的データ型って何が嬉しいの? #frontend_phpcon_do
kajitack
8
3.7k
Semantic Version 単位で戦略を柔軟に変えて、パッケージアップデートを自動化する
daitasu
1
240
IBM Bobを活用したレガシーアプリの最新化
oniak3ibm
PRO
1
200
生成AI時代にこそ効くGo | Why Go Works in the Age of Generative AI
mom0tomo
8
3.2k
フロントエンドとバックエンドで「1文字」を揃えよう
youkidearitai
PRO
0
700
エンジニアと一緒にテストコードの設計と実装を改善した話
mototakatsu
0
190
Skillsは効率化、Agentsは"自分の拡張"——Builder時代のエージェント編成(CC Night 2026)
wemra
1
140
Featured
See All Featured
Fashionably flexible responsive web design (full day workshop)
malarkey
408
66k
Art, The Web, and Tiny UX
lynnandtonic
304
22k
Accessibility Awareness
sabderemane
1
140
Refactoring Trust on Your Teams (GOTO; Chicago 2020)
rmw
35
3.5k
How to Align SEO within the Product Triangle To Get Buy-In & Support - #RIMC
aleyda
2
1.5k
The Cult of Friendly URLs
andyhume
79
6.9k
Build The Right Thing And Hit Your Dates
maggiecrowley
39
3.2k
10 Git Anti Patterns You Should be Aware of
lemiorhan
PRO
659
62k
The Organizational Zoo: Understanding Human Behavior Agility Through Metaphoric Constructive Conversations (based on the works of Arthur Shelley, Ph.D)
kimpetersen
PRO
0
360
State of Search Keynote: SEO is Dead Long Live SEO
ryanjones
0
210
Building an army of robots
kneath
306
46k
Hiding What from Whom? A Critical Review of the History of Programming languages for Music
tomoyanonymous
2
860
Transcript
Ͳ͔͜Β࢝ΊΔ Unity Test 2019/1/23 Gotanda Unity #10
͍Ͱ͢ • ͍(@adarapata) • https://adarapata.com • ϛΫγΟ XFLAG UnityΤϯδχΞ •
εϚϒϥੈքઓಆྗ53ສ
ࠓ͢͜ͱ • UnityͰ۩ମతʹͲ͏͍͏෩ʹςετॻ͖ਐΊ͍ͯͬͨΒ ͍͍ͷʁͱ͍͏ • ͏ͪͷήʔϜʹࠓ͔ΒೖΕΔͷͳ͊ɾɾΈ͍ͨʹ᪳ͬ ͍ͯΔਓΛޙԡ͢͠Δ • ςετ͋·Γॻ͍ͨ͜ͱͳ͍ਓ͚
ͳͥςετΛॻ͘ͷ͔ • ࣭ͷѲ/ਫ਼ਆతোนͷഉআ • աڈʹهࣄΛॻ͍ͨͷͰࢀর͍ͩ͘͞ɻ • ʮςετίʔυʹ͍ͭͯͷจॻΛॻ͍͍ͯͨʯhttp:// adarapata.hatenablog.com/entry/2018/08/16/001607
UnityͰΑ͋͘Δίʔυʹରͯ͠ ϢχοτςετΛॻ͍ͯΈΔ • MonoBehaviorʹ৭ʑॻ͍ͯΔͭ • αϯϓϧͰ͋Γͦ͏ͳSTGͷࣗػ • খنͳϓϩμΫτ ݁Λઌʹݴ͏ͱઈ͠ΜͲ͍
public class PlayerUnit : MonoBehaviour { [SerializeField] private Bullet _bulletPrefab
= null; [SerializeField] private float _interval; [SerializeField] private float _speed; [SerializeField] private int _hp; private float _reloadTime; void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); transform.position += new Vector3(horizontal, vertical, 0F) * _speed * Time.deltaTime; if (Input.GetButton("Fire1") && _reloadTime < 0) { var bullet = Instantiate(_bulletPrefab, transform.position, Quaternion.identity); bullet.SetUp(Vector2.up); _reloadTime = _interval; } _reloadTime -= Time.deltaTime; } void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == "Bullet") { _hp--; if (_hp <= 0) { Destroy(gameObject); } } } }
͍ͬͯͧ͘
PlayerUnitʹͬͯ΄͍͜͠ͱ Λࢥ͍ग़͢ • Ҡಈ͢Δ • Λൃࣹ͢Δ • μϝʔδΛड͚Δ
PlayerUnitʹͬͯ΄͍͜͠ͱ Λࢥ͍ग़͢ • Ҡಈ͢Δ // ࠓ͚ͩ͜͜ • Λൃࣹ͢Δ • μϝʔδΛड͚Δ
Ҡಈͷςετ • ೖྗ͕͋Δͱɺಈ͍ͯཉ͍͠ • ಈ͘ = transform.positionʹมԽ͕͋Δ
namespace Tests { public class PlayerUnitTest { [UnityTest] public IEnumrator
MoveTest() { var gameObject = new GameObject(); var playerUnit = gameObject.AddComponent<PlayerUnit>(); var beforePosition = playerUnit.transform.position; yield return null; Assert.AreNotEqual(beforePosition, playerUnit.transform.position); } } } ͜Μͳײ͡ʹॻ͚Δͱ͍͍ͳ
μϝͰ͢ • Position͕ಉҰ = ಈ͍͍ͯͳ͍ • άϦʔϯࢦͯ͠ؤுΔͧ
௨Βͳ͍ཧ༝Λߟ͑Δ public class PlayerUnit : MonoBehaviour { [SerializeField] private Bullet
_bulletPrefab = null; [SerializeField] private float _interval; [SerializeField] private float _speed; [SerializeField] private int _hp; private float _reloadTime; void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); transform.position += new Vector3(horizontal, vertical, 0F) * _speed * Time.deltaTime; ~~~~ } } • _speedʹ͕ೖͬͯͳ͍ • ΩʔೖྗͰ͖ͯͳ͍ͷͰ࣮࣭0ϕΫτϧ SerializeFieldInputTest͔Βѻ͑ͳ͍
ςετ͍͢͠ͷͱ͠ʹ͍͘ͷΛ͢Δ • Unity APIʹґଘ͍ͯ͠ͳ͍Ϋϥε • Unity APIʹґଘ͍ͯ͠ΔΫϥε • RigidBody,Animator etc..
• MonoBehaviourΛܧঝͨ͠Ϋϥε • GUI෦ Unityଆʹۙͮ͘ʹͭΕͯςετͷқ্͕͍ͬͯ͘ ςετ͍͢͠ͷ ςετ͠ʹ͍͘ͷ
ςετ͍͢͠ํʹدͤΔ public class PlayerUnit : MonoBehaviour { [SerializeField] private Bullet
_bulletPrefab = null; [SerializeField] private float _interval; [SerializeField] private float _speed; [SerializeField] private int _hp; private float _reloadTime; void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); transform.position += new Vector3(horizontal, vertical, 0F) * _speed * Time.deltaTime; ~~~~ } } • ܭࢉॲཧ͚ͩΓग़ͤςετॻ͚ͦ͏ • Inputʹґଘ͠ͳ͚Εςετ࣌ͷೖྗΛ༻ҙͰ͖ͦ͏ ॻ͖ͮΒ͍ͱ͜Ζॻ͔ͳ͍
public class PlayerUnitMove { private float _speed; public PlayerUnitMove(float speed)
{ _speed = speed; } public Vector3 CalculateVelocity(Vector3 direction) => direction.normalized * _speed; } namespace Tests { public class PlayerUnitMoveTest { [Test] public void CalculateVelocityTest() { var move = new PlayerUnitMove(3); Assert.AreEqual(new Vector3(0, 3F,0), move.CalculateVelocity(Vector3.up)); } } } ܭࢉॲཧ͚ͩΫϥεΛΓग़͢
public class PlayerUnit : MonoBehaviour { [SerializeField] private Bullet _bulletPrefab
= null; [SerializeField] private float _interval; [SerializeField] private int _hp; private float _reloadTime; private PlayerUnitMove _move; public void Initialize(PlayerUnitMove move) { _move = move; } void Update() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); var direction = new Vector3(horizontal, vertical, 0F); transform.position += move.CalculateVelocity(direction) * Time.deltaTime; ~~~~ } } Ҡಈܭࢉ෦Λࠩ͠ସ͑ ΦϒδΣΫτ֎෦͔ΒͤΔΑ͏ʹ͢Δ
InputґଘΛΊΔ public interface IPlayerUnitInput { Vector3 GetAxis(); } public class
IUnityInput : IPlayerUnitInput { public Vector3 GetAxis() { float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); return new Vector3(horizontal, vertical, 0); } } ೖྗ෦ΛΠϯλϑΣʔεʹͯ͠ɺPlayerUnitʹΩʔೖྗΛҙࣝͤ͞ͳ͍
InputґଘΛΊΔ ·ͨΦϒδΣΫτ֎෦͔ΒͤΔΑ͏ʹ͢Δ public class PlayerUnit : MonoBehaviour { [SerializeField] private
Bullet _bulletPrefab = null; [SerializeField] private float _interval; [SerializeField] private int _hp; private float _reloadTime; private PlayerUnitMove _move; private IPlayerUnitInput _input; public void Initialize(PlayerUnitMove move, IPlayerUnitInput input) { _move = move; _input = input; } void Update() { var direction = _input.GetAxis(); transform.position += move.CalculateVelocity(direction) * Time.deltaTime; ~~~~ } }
namespace Tests { public class PlayerUnitTest { class MockInput :
IPlayerUnitInput { private Vector3 _axis; public MockInput(Vector3 axis) { _axis = axis; } public Vector3 GetAxis() => _axis; } [UnityTest] public IEnumerator MoveTest() { var gameObject = new GameObject(); var playerUnit = gameObject.AddComponent<PlayerUnit>(); var mockInput = new MockInput(Vector3.up); playerUnit.Initialize(new PlayerUnitMove(1), mockInput); var beforePosition = playerUnit.transform.position; yield return null; Assert.AreNotEqual(beforePosition, playerUnit.transform.position); } } } ͪΐͬͱॻ͖ͯ͠ςετ࣮ߦ
✔
ςετͱ͍͏͔ ϦϑΝΫλϦϯά͡Όͳ͍ʁ
͍
MonoBehaviorͷςετ͠ΜͲ͍ • MonoBehaviorϕλॻ͖ςετ͠ʹ͍͘ • ϏδωεϩδοΫΛMonoBehaviorʹॻ͍͍ͯ͘ͱҾͬு ΒΕͯςετқ্͕͕Δ • ͭ·Γີ݁߹ • ີ݁߹Α͍ઃܭͱݴ͑ͳ͍
• ςετͷ͠ʹ͔͘͞ΒઃܭͷΛѲ͢Δ
Humble Object ύλʔϯ • ςετ͠ʹ͍͘ͷͱͦ͏Ͱͳ͍ ͷΛ໌֬ʹׂ͚ͯ͢Δύλ ʔϯ • GUIͷॲཧͷৄࡉςετ͠ʹ͍͘ ͕ɺGUIͷৼΔ͍ςετͰ͖Δ
• ӈͷίʔυɺͷੜ෦ͷς ετ͍͕͠ɺʮੜ͢Δͱ͍ ͏ৼΔ͍͕ߦΘΕ͔ͨʯ·Ͱ ςετͰ͖Δ • MonoBehaviorʹ༗ޮ͔͠Εͳ ͍ public class PlayerUnitPresenter { private IPlayerUnitView _view; public void Shot(Vector3 position) { _view.Shot(position); } } public interface IPlayerUnitView { void Shot(Vector3 position); } public class PlayerUnitView : MonoBehaviour, IPlayerUnitView { public void Shot(Vector3 position) { // ࡞ͬͨΓ͢Δ } }
ςετίʔυͷՁ • ಈ࡞֬ೝͱ͍͏ࢹ͚ͩͳΒɺҰճॻ͍ͯऴΘΓͷݸਓ ϓϩμΫτʹೖΕΔҙٛബ͍ • ࢹˍΤσΟλ࠶ੜͷ͕͍έʔεଟ͍ • લड़ͷ௨Γઃܭͷͷؾ͖ͮΛಘΒΕΔࣄଟ͍ • ؾ͖ͮະདྷͷ։ൃ࣌ؒॖ
ؾ͖ͮͷΉ͔͠ͳ͠ • UserData(Ծ໊)ͱ͍͏Ϣʔβͷ͋ΒΏΔσʔλΛอ࣋ͨ͠Γ ॲཧͰ͖Δେ͖ͳΫϥε͕͋ͬͨ • ͋·Γྑ͘ͳ͍ΑͶͱ͍͏ೝࣝͰ্ָ͕࣮͋ͬͨͳͷ Ͱͦͷ··ͩͬͨ • ςετॻ͖࢝Ίͨஈ֊ͰUserData͕བྷΉςετқ͕ߴ ͍͜ͱʹؾ͖ͮ࢝Ίͨ
• νʔϜͰʹͳΓɺUserDataͷϦϑΝΫλϦϯά͕༏ઌత ʹߦΘΕ·ͨ͠ͱ͞
·ͱΊ • MonoBehaviorϕλॻ͖Ͱςετॻ͚·͢ • ςετ͍͢͠ͷɺ͠ʹ͍͘ͷΛׂ͍ͯ͜͠͏ • ͷѲͱ͍͏ࢹͰςετॻ͍ͯΈΔͷ͍͍Α
͓ΘΓ