如何在 Unity 游戏引擎平台上的单元测试中实例化 MonoBehaviour 对象
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【中文标题】如何在 Unity 游戏引擎平台上的单元测试中实例化 MonoBehaviour 对象【英文标题】:How to instantiate MonoBehaviour objects in a unit test on Unity Game Engine platform 【发布时间】:2016-01-10 17:32:18 【问题描述】:我在 Github (game project) 上有以下开源项目。我目前正在尝试对使用 MSTest 框架编写的代码进行单元测试,但所有测试都返回相同的错误消息:“未处理的异常:System.Security.SecurityException:ECall 方法必须打包到系统模块中。”这发生在我尝试使用 NUnit 模板进行单元测试时。
我看过 ECall methods post must be packaged 找到一些答案,但我没有,因为 OP 说他的解决方案在调试器区域内但不在调试器区域内工作。就我而言,在查看帖子时,OP的问题没有得到解决。
之后,我在我的项目中导入了 UnityTestTools 框架。认为这很容易,因为它基于 NUnit 框架。事实证明,没有。测试本身是相当基础的。我有这个基类,称为 BaseCharacterClass:MonoBehavior,除其他外,它具有 BaseCharacterStats 类型的属性。在统计数据中,有一个 CharacterHealth 类型的对象,它负责照顾玩家的健康。
现在,当我在测试中尝试以下内容时,我似乎没有得到以下两个堆栈跟踪。
单元测试 (NUNIT)
使用 new 关键字创建 MonoBehavior 对象
[Test]
[Category("Mock Character")]
public void Mock_Character_With_No_Health()
var mock = new MoqBaseCharacter ();
Assert.NotNull (mock.BaseStats);
Assert.NotNull (mock.BaseStats.Health);
Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
//This is not the full file
//There "2" classes: 1 for holding tests and that Mock object
public MoqBaseCharacter()
this.BaseStats = new BaseCharacterStats ();
this.BaseStats.Health = new CharacterHealth (0);
堆栈跟踪:
Mock_Character_With_No_Health (0.047s) --- System.NullReferenceException:对象引用未设置为对象的实例 --- 在 Assets.Scripts.CharactersUtil.CharacterHealth..ctor (Int32 sh) [0x0002f] 中 C:\Users\Kevin\Documents\androidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\Scripts\CharactersUtil\CharacterHealth.cs:29
在 UnityTest.MoqBaseCharacter..ctor () [0x00011] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:14
在 UnityTest.SampleTests.Mock_Character_With_No_Health () [0x00000] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:32
使用 NSubstitute.For
[Test]
[Category("Mock Character")]
public void Mock_Character_With_No_Health()
var mock = NSubstitute.Substitute.For<MoqBaseCharacter> ();
Assert.NotNull (mock.BaseStats);
Assert.NotNull (mock.BaseStats.Health);
Assert.LessOrEqual (0, mock.BaseStats.Health.CurrentHealth);
堆栈跟踪
Mock_Character_With_No_Health (0.137s) --- System.Reflection.TargetInvocationException :调用的目标已抛出异常。 ----> System.NullReferenceException:对象引用未设置为 对象的实例 --- 在 System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] 参数,System.Globalization.CultureInfo 文化) [0x0012c] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:519
在 System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder 绑定器,System.Object[] 参数, System.Globalization.CultureInfo 文化)[0x00000] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528
在 System.Activator.CreateInstance(System.Type 类型,BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo 文化,System.Object[] 激活属性)[0x001b8] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:338
在 System.Activator.CreateInstance(System.Type 类型,System.Object[] args, System.Object[] activationAttributes) [0x00000] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:268
在 System.Activator.CreateInstance(System.Type 类型,System.Object[] args) [0x00000] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Activator.cs:263
在 Castle.DynamicProxy.ProxyGenerator.CreateClassProxyInstance (System.Type proxyType, System.Collections.Generic.List`1 proxyArguments, System.Type classToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 Castle.DynamicProxy.ProxyGenerator.CreateClassProxy (System.Type classToProxy,System.Type[] 附加InterfacesToProxy, Castle.DynamicProxy.ProxyGenerationOptions 选项,System.Object[] constructorArguments, Castle.DynamicProxy.IInterceptor[] 拦截器) [0x00000] 在 :0
在 NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.CreateProxyUsingCastleProxyGenerator (System.Type typeToProxy, System.Type[] 附加接口, System.Object[] constructorArguments, IInterceptor 拦截器, Castle.DynamicProxy.ProxyGenerationOptions proxyGenerationOptions) [0x00000] 在 :0
在 NSubstitute.Proxies.CastleDynamicProxy.CastleDynamicProxyFactory.GenerateProxy (ICallRouter callRouter, System.Type typeToProxy, System.Type[] AdditionalInterfaces, System.Object[] constructorArguments) [0x00000] 在:0
在 NSubstitute.Proxies.ProxyFactory.GenerateProxy (ICallRouter callRouter, System.Type typeToProxy, System.Type[] AdditionalInterfaces, System.Object[] constructorArguments) [0x00000] 在:0
在 NSubstitute.Core.SubstituteFactory.Create (System.Type[] typesToProxy, System.Object[] constructorArguments, SubstituteConfig config) [0x00000] in :0
在 NSubstitute.Core.SubstituteFactory.Create (System.Type[] typesToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 NSubstitute.Substitute.For (System.Type[] typesToProxy, System.Object[] constructorArguments) [0x00000] in :0
在 NSubstitute.Substitute.For[MoqBaseCharacter] (System.Object[] constructorArguments) [0x00000] in :0
在 UnityTest.SampleTests.Mock_Character_With_No_Health () [0x00000] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:32 --NullReferenceException
在 Assets.Scripts.CharactersUtil.CharacterHealth..ctor (Int32 sh) [0x0002f] 在 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\Scripts\CharactersUtil\CharacterHealth.cs:29
在 UnityTest.MoqBaseCharacter..ctor () [0x00011] 中 C:\Users\Kevin\Documents\AndroidPC_Prototype\PC_Augmented_Tactics_Demo\Assets\UnityTestTools\Examples\UnitTestExamples\Editor\SampleTests.cs:14
在 Castle.Proxies.MoqBaseCharacterProxy..ctor (ICallRouter , Castle.DynamicProxy.IInterceptor[] ) [0x00000] in :0
at(包装器托管到本机) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
在 System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr,System.Reflection.Binder 绑定器, System.Object[] 参数,System.Globalization.CultureInfo 文化) [0x00119] 在 /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513
免责声明
对NSubstitute 的快速阅读告诉我,我应该更好地为潜艇使用接口......在我的情况下,我真的不知道接口如何更适合我的代码。如果有人对此有想法而不是使用 new 关键字,我全力以赴!最后,这是 BaseCharacter、BaseStats 和 Health 的源代码
基本字符实现
using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;
namespace Assets.Scripts.CharactersUtil
public class BaseCharacterClass : MonoBehaviour
//int[] basicUDLRMovementArray = new int[4];
public List<BaseCharacterClass> CurrentEnnemies;
public int StartingHealth = 500;
public BaseCharacterStats BaseStats get; set;
// Use this for initialization
private void Start()
BaseStats = new BaseCharacterStats Health = new CharacterHealth(StartingHealth); //Testing purposes
BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
// Update is called once per frame
private void Update()
//ExecuteBasicMovement();
//During an attack with any kind of character
//TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
private void OnTriggerEnter([NotNull] Collider other)
if (other == null) throw new ArgumentNullException(other.tag);
Debug.Log("I'm about to receive some damage");
var characterStats = other.gameObject.GetComponent<BaseCharacterClass>().BaseStats;
var heathToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
characterStats.Health.TakeDamageFromCharacter((int)heathToAddOrRemove);
Debug.Log("I should have received damage from a bastard");
if (characterStats.Health.CurrentHealth == 500)
Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
/*
public void ExecuteBasicMovement()
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * BaseStats.Speed * Time.deltaTime;
//TODO: Make sure players moves correctly within the environment per cases
public void ExecuteMovementPerCase()
*/
public bool CanDoExtraDamage()
if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
BaseStats.CriticalStrikeCounter--;
BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
BaseStats.AjustCriticalStrikeChances();
return true;
基础数据
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using JetBrains.Annotations;
namespace Assets.Scripts.CharactersUtil
public class BaseCharacterStats
public float Power get; set;
public float Defense get; set;
public float Agility get; set;
public float Speed get; set;
public float MagicPower get; set;
public float MagicResist get; set;
public int ChanceForCriticalStrike;
public int Luck get; set;
public int CriticalStrikeCounter = 20;
public int TemporaryDefenseBonusValue;
private Random _randomValueGenerator;
public BaseCharacterStats()
_randomValueGenerator= new Random();
[NotNull]
public CharacterHealth Health
get return _health;
set _health = value;
private CharacterHealth _health;
public void AjustCriticalStrikeChances()
if (CriticalStrikeCounter <= 5)
CriticalStrikeCounter = 5;
public int DetermineDefenseBonusForTurn()
TemporaryDefenseBonusValue = _randomValueGenerator.Next(10,20);
return TemporaryDefenseBonusValue;
健康
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
public class CharacterHealth
public int StartingHealth get; set;
public int CurrentHealth get; set;
public Slider HealthSlider get; set;
public bool isDead;
public Color MaxHealthColor = Color.green;
public Color MinHealthColor = Color.red;
private int _counter;
private const int MaxHealth = 200;
public Image Fill;
private void Awake()
//HealthSlider = GameObject.GetComponent<Slider>();
_counter = MaxHealth; // just for testing purposes
// Use this for initialization
public CharacterHealth(int sh)
StartingHealth = sh;
CurrentHealth = StartingHealth;
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = StartingHealth;
HealthSlider.value = CurrentHealth;
public void Start()
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = 0f;
HealthSlider.maxValue = MaxHealth;
HealthSlider.value = MaxHealth;
public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
CurrentHealth -= (int)baseCharacter.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
public void TakeDamageFromCharacter(int characterStrength)
CurrentHealth -= characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
if (CurrentHealth <= 0)
isDead = true;
public void RestoreHealth(BaseCharacterClass bs)
CurrentHealth += (int)bs.BaseStats.Power;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
public void RestoreHealth(int characterStrength)
CurrentHealth += characterStrength;
HealthSlider.value = CurrentHealth;
UpdateHealthBar ();
public void UpdateHealthBar()
Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)CurrentHealth / MaxHealth);
【问题讨论】:
我可能是错的,但问题本身很可能是由于您正在尝试创建 MonoBehavior 对象的新实例。你永远不应该自己做,因为 Unity 需要为你做这件事,因为有很多底层组件需要放在正确的位置才能让一切正常工作。所以在写单元测试的时候,不能自己测试MonoBehaviors,你必须把“核心游戏逻辑”放在各自的类中,单独测试;并且在单一行为中只有“图形游戏逻辑”。然后你就可以运行你的单元测试了:-) 另一件事是,您在 CharacterHealth 类的构造函数中引用了“HealthSlider”,这是一个统一的 UI 滑块;并且您没有在代码中的任何位置设置引用。所以那个对象是NULL。并且会抛出 NullPointerException。 我应该如何修改我写的代码? 基本上,我的 BaseCharacterClass(所有人类玩家和我的 AI 类都继承的类)应该是 MonoBehaviour 子类吗? @KarlPatrikJohansson 你的 BaseCharacterClass 不应该是 MonoBehavior,而是将所有需要成为 monobehavior 的代码放在它自己的 MonoBehavior 中,并从中引用 BaseCharacterClass。例如,当获取另一个玩家的统计数据时(在您的OnTriggerEnter
中),您将改为使用var characterStats = other.gameObject.GetComponent<CharacterWrapperScript>().BaseCharacterClass.BaseStats;
。并将 BaseCharacterClass 的逻辑与您从 MonoBehavior 获得的交互分开。
【参考方案1】:
基本字符
用于单元测试的类
public class BaseCharacterClass
public BaseCharacterStats BaseStats get; set;
public BaseCharacterClass(int startingHealth)
BaseStats = new BaseCharacterStats Health = new CharacterHealth(startingHealth); //Testing purposes
BaseStats.ChanceForCriticalStrike = new Random().Next(0,BaseStats.CriticalStrikeCounter);
public bool CanDoExtraDamage()
if (BaseStats.ChanceForCriticalStrike*BaseStats.Luck < 50) return false;
BaseStats.CriticalStrikeCounter--;
BaseStats.ChanceForCriticalStrike = new Random().Next(0, BaseStats.CriticalStrikeCounter);
BaseStats.AjustCriticalStrikeChances();
return true;
用于您的角色/AI/NPCS 的新 MonoBehavior 脚本
using System;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using Random = System.Random;
namespace Assets.Scripts.CharactersUtil
public class BaseCharacterClassWrapper : MonoBehaviour
//int[] basicUDLRMovementArray = new int[4];
public List<BaseCharacterClass> CurrentEnnemies;
public int StartingHealth = 500;
public BaseCharacterClass CharacterClass;
public CharacterHealthUI HealthUI;
// Use this for initialization
private void Start()
CharacterClass = new BaseCharacterClass(StartingHealth);
HealthUI = this.GetComponent<CharacterHealthUI>();
HealthUI.CharacterHealth = CharacterClass.BaseStats.Health;
// Update is called once per frame
private void Update()
//ExecuteBasicMovement();
//During an attack with any kind of character
//TODO: Make sure that people from the same team cannot attack themselves (friendly fire)
private void OnTriggerEnter([NotNull] Collider other)
if (other == null) throw new ArgumentNullException(other.tag);
Debug.Log("I'm about to receive some damage");
var characterStats = other.gameObject.GetComponent<BaseCharacterClassWrapper>().CharacterClass.BaseStats;
var healthToAddOrRemove = other.gameObject.tag == "Healer" || other.gameObject.tag == "AIHealer" ? characterStats.Power : -1 * characterStats.Power;
characterStats.Health.TakeDamageFromCharacter((int)healthToAddOrRemove);
Debug.Log("I should have received damage from a bastard");
if (characterStats.Health.CurrentHealth == 500)
Debug.Log("This is a mistake, I believe I'm a god! INVICIBLE");
/*
public void ExecuteBasicMovement()
var move = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
transform.position += move * BaseStats.Speed * Time.deltaTime;
//TODO: Make sure players moves correctly within the environment per cases
public void ExecuteMovementPerCase()
*/
public bool CanDoExtraDamage()
return CharacterClass.CanDoExtraDamage();
健康
将此用于您的健康 UI
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
public class CharacterHealthUI : MonoBehavior
public Image Fill;
public Color MaxHealthColor = Color.green;
public Color MinHealthColor = Color.red;
public Slider HealthSlider;
private void Start()
if(!HealthSlider)
HealthSlider = this.GetComponent<Slider>();
if(!Fill)
Fill = this.GetComponent<Image>();
private CharacterHealth _charaHealth;
public CharacterHealth CharacterHealth
get return _charaHealth;
set
if(_charaHealth!=null)
_charaHealth.HealthChanged -= HealthChanged;
_charaHealth = value;
_charaHealth.HealthChanged += HealthChanged;
public HealthChanged(object sender, HealthChangedEventArgs hp)
HealthSlider.wholeNumbers = true;
HealthSlider.minValue = hp.MinHealth;
HealthSlider.maxValue = hp.MaxHealth;
HealthSlider.value = hp.CurrentHealth;
Fill.color = Color.Lerp(MinHealthColor, MaxHealthColor, (float)hp.CurrentHealth / hp.MaxHealth);
最后,你的健康逻辑 :-)
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.CharactersUtil
public class HealthChangedEventArgs : EventArgs
public float MinHealth get; set;
public float MaxHealth get; set;
public float CurrentHealth get; set;
public HealthChangedEventArgs(float minHealth, float curHealth, float maxHealth)
MinHealth = minHealth;
CurrentHealth = curHealth;
MaxHealth = maxHealth;
public class CharacterHealth
public int StartingHealth get; set;
private int _currentHealth;
public int CurrentHealth
get return _currentHealth;
set
_currentHealth = value;
if(HealthChanged!=null)
HealthChanged(this, new HealthChangedEventArgs(0f, _currentHealth, MaxHealth);
public bool isDead;
private int _counter;
private const int MaxHealth = 200;
public event EventHandler<HealthChangedEventArgs> HealthChanged;
// Use this for initialization
public CharacterHealth(int sh)
StartingHealth = sh;
CurrentHealth = StartingHealth;
public void TakeDamageFromCharacter([NotNull] BaseCharacterClass baseCharacter)
CurrentHealth -= (int)baseCharacter.BaseStats.Power;
if (CurrentHealth <= 0)
isDead = true;
public void TakeDamageFromCharacter(int characterStrength)
CurrentHealth -= characterStrength;
if (CurrentHealth <= 0)
isDead = true;
public void RestoreHealth(BaseCharacterClass bs)
CurrentHealth += (int)bs.BaseStats.Power;
public void RestoreHealth(int characterStrength)
CurrentHealth += characterStrength;
这应该使您可以对游戏逻辑进行单元测试:-)
虽然我还没有测试过,所以我不能肯定它会起作用。但从逻辑上讲(至少在我的脑海中)它应该。
最大的不同是你想在你的游戏对象上使用BaseCharacterClassWrapper
和CharacterHealthUI
来实现想要的行为。然后单元测试继续BaseCharacterClass
和CharacterHealth
我希望这会有所帮助!
【讨论】:
所以,如果我做对了,我的单元测试,在这种情况下,我所要做的就是定位 BaseCharacter 和 CharacterHealth 但是当我将脚本提供给 GameObjects 时,我提供了 Wrapper 和 UI脚本^ 从 CharacterHealth 中,您删除了 Image 和 Slider 字段以及健康栏将如何更新为当前健康状况。我该怎么办? 我添加了一个名为 HealthChanged 的事件,它会在每次更改健康状况时触发,这也会为您更新 Healthbar(您的滑块)。所以你不必在你的健康逻辑中考虑那部分。隔离不同区域,使逻辑本身可测试:-)【参考方案2】:还有另一个选项可以在不调用构造函数的情况下对 MonoBehaviours 进行单元测试(使用 FormatterServices)。这是一个创建可测试的 MonoBehaviours 的小助手类:
public static class TestableObjectFactory
public static T Create<T>()
return FormatterServices.GetUninitializedObject(typeof(T)).CastTo<T>();
用法:
var testableObject = TestableObjectFactory.Create<MyMonoBehaviour>();
testableObject.Test();
【讨论】:
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