/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include #include #include #include #include namespace EMotionFX { TEST_F(UIFixture, CanAddActor) { /* Test Case: C14459474 Can Add Actor Imports an Actor to ensure that importing an actor is poosible. */ RecordProperty("test_case_id", "C14459474"); // Ensure that the number of actors loaded is 0 ASSERT_EQ(GetActorManager().GetNumActors(), 0); // Load an Actor AZStd::string actorCmd{ "ImportActor -filename Gems/EMotionFX/Code/Tests/TestAssets/Rin/rin.actor" }; { AZStd::string result; EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommand(actorCmd, result)) << result.c_str(); } // Ensure the Actor is correct ASSERT_TRUE(GetActorManager().FindActorByName("rinactor")); EXPECT_EQ(GetActorManager().GetNumActors(), 1); } } // namespace EMotionFX