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
いも
January 23, 2019
Programming
5
3.5k
どこから始めるUnity Test
Gotanda Unity #10 のLT資料です。
いも
January 23, 2019
Tweet
Share
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
540
Unityテスト活動のふりかえり
adarapata
1
570
Gather.townはいいぞ その後
adarapata
1
1.6k
Unityでの開発事例
adarapata
3
22k
どこのご家庭にもあるシーンマネージャーの話
adarapata
1
8.1k
Gather.townはいいぞ
adarapata
2
2.4k
宴はいいぞ
adarapata
0
1.5k
わかった気になるモブプログラミング
adarapata
1
120
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
オンコール⼊⾨〜ページャーが鳴る前に、あなたが備えられること〜 / Before The Pager Rings
yktakaha4
2
1.1k
テスターからテストエンジニアへ ~新米テストエンジニアが歩んだ9ヶ月振り返り~
non0113
2
240
型で語るカタ
irof
1
850
中級グラフィックス入門~効率的なメッシュレット描画~
projectasura
3
1.7k
The Modern View Layer Rails Deserves: A Vision For 2025 And Beyond @ RailsConf 2025, Philadelphia, PA
marcoroth
2
820
Google I/O Extended Incheon 2025 ~ What's new in Android development tools
pluu
1
200
0から始めるモジュラーモノリス-クリーンなモノリスを目指して
sushi0120
0
170
iOS開発スターターキットの作り方
akidon0000
0
210
Prompt Engineeringの再定義「Context Engineering」とは
htsuruo
0
110
AWS Summit Japan 2024と2025の比較/はじめてのKiro、今あなたは岐路に立つ
satoshi256kbyte
1
250
変化を楽しむエンジニアリング ~ いままでとこれから ~
murajun1978
0
520
MCPを使ってイベントソーシングのAIコーディングを効率化する / Streamlining Event Sourcing AI Coding with MCP
tomohisa
0
190
Featured
See All Featured
Practical Orchestrator
shlominoach
189
11k
XXLCSS - How to scale CSS and keep your sanity
sugarenia
248
1.3M
Cheating the UX When There Is Nothing More to Optimize - PixelPioneers
stephaniewalter
283
13k
YesSQL, Process and Tooling at Scale
rocio
173
14k
Intergalactic Javascript Robots from Outer Space
tanoku
271
27k
StorybookのUI Testing Handbookを読んだ
zakiyama
30
5.9k
Six Lessons from altMBA
skipperchong
28
3.9k
JavaScript: Past, Present, and Future - NDC Porto 2020
reverentgeek
50
5.5k
Building Flexible Design Systems
yeseniaperezcruz
328
39k
Imperfection Machines: The Place of Print at Facebook
scottboms
267
13k
Thoughts on Productivity
jonyablonski
69
4.8k
[RailsConf 2023 Opening Keynote] The Magic of Rails
eileencodes
29
9.6k
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