前言

在项目上线前期,这边根据需求制作了一套QA测试工具。主要分为以下四个模块的测试
QA工具开发流程-LMLPHP
**图1**

  • **数值测试:**主要包括了角色的等级变更、游戏里货币的变更、(目前已制作的)游戏道具的数量变更。这些可能归一为一类测试模型
  • **动画测试:**包括角色的控制系统的所有Animation资源的播放状态【目前无测试需求】
  • **流程测试:**比如是否需要快速胜利、跳过新手指引、指定比赛胜利类型(胜负、平局)等等一系列流程。
  • **自定测试:**笔者目前没有想到的,可能出现的其他需要测试的分类。

工具架构

主菜单顶部横栏

如图1所示,主菜单是横向布局,静态显示的。

using System.Collections.Generic;
using JetBrains.Annotations;
using QAModule;
using UnityEngine;
using UnityEngine.UI;
using TEngine;

namespace GameLogic.UI
{
    [Window(UILayer.UI)]
    public class QAMainPageUI : UIWindow
    {
        //缓存池对象
        private QAOptionPanel _optionPanelInBuffer;
        private List<TestOption> _optionsList;
        //菜单选项条目
        private Dictionary<TestType, string[]> _menuDictionary; 

        #region 脚本工具生成的代码
        private Image m_imgBg;
        private GameObject m_goOptionPanel;
        private GameObject m_goTestNameRoot;
        private Button m_btnNumericalTest;
        private Button m_btnAnimationTest;
        private Button m_btnProcessTest;
        private Button m_btnBack;
        public override void ScriptGenerator()
        {
            m_imgBg = FindChildComponent<Image>("m_imgBg");
            m_goOptionPanel = FindChild("m_goOptionPanel").gameObject;
            m_goTestNameRoot = FindChild("m_goTestNameRoot").gameObject;
            m_btnBack = FindChildComponent<Button>("m_btnBack");
            m_btnNumericalTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnNumericalTest");
            m_btnAnimationTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnAnimationTest");
            m_btnProcessTest = FindChildComponent<Button>("m_goTestNameRoot/m_btnProcessTest");
            m_btnBack.onClick.AddListener(OnClickBackBtn);
            m_btnNumericalTest.onClick.AddListener(OnClickNumericalTestBtn);
            m_btnAnimationTest.onClick.AddListener(OnClickAnimationTestBtn);
            m_btnProcessTest.onClick.AddListener(OnClickProcessTestBtn);
        }
       
        #endregion
        
        public override void OnCreate()
        {
            base.OnCreate();
            Initialize();
        }

        private void Initialize()
        {
            _optionsList = new List<TestOption>();
            _menuDictionary = new Dictionary<TestType, string[]>();
            QAInitDataTable dataTable = new QAInitDataTable();
            _menuDictionary = dataTable.MenuDictionary;
        }

        /// <summary>
        /// 根据选项展开面板
        /// </summary>
        /// <param name="index"></param>
        private void OpenPanel(TestType type)
        {
            int index = (int)type;
            m_goOptionPanel.SetActive(true);
            m_imgBg.enabled = false;
            //对应属性高亮
            int indexCounts = m_goTestNameRoot.transform.childCount;
            List<Transform>  childrenTrans= m_goTestNameRoot.transform.GetAllChildren();
            for (int i = 0; i < indexCounts; i++)
            {
                var select = childrenTrans[i].Find("Selected").gameObject;
                if (select != null)
                {
                    if (index == i)
                    {
                        select.SetActive(true);
                    }
                    else
                    {
                        if (select.activeInHierarchy)
                        {
                            select.SetActive(false);
                        }
                    }
                }
            }
            //创建面板
            _optionPanelInBuffer ??= CreateWidgetByPath<QAOptionPanel>(m_goOptionPanel.transform, "QAOptionPanel");
            //读取缓存池,刷新选项内容
            _optionPanelInBuffer.Init(_optionsList,type,_menuDictionary[type]);
        }
        
        /// <summary>
        /// 数值类型测试
        /// </summary>
        private void OnClickNumericalTestBtn()
        {
            OpenPanel(TestType.NumericalType);
        }
        /// <summary>
        /// 动画类型测试
        /// </summary>
        private void OnClickAnimationTestBtn()
        {
            OpenPanel(TestType.AnimationType);

        }
        /// <summary>
        /// 流程类型测试
        /// </summary>
        private void OnClickProcessTestBtn()
        {
            OpenPanel(TestType.ProcessType);
        }

        private void OnClickBackBtn()
        {
            if (m_goOptionPanel.activeInHierarchy)
            {
                m_goOptionPanel.SetActive(false);
                m_imgBg.enabled = true;
            }
            else
            {
                GameModule.UI.CloseWindow<QAMainPageUI>();
            }
        }
    }
}

背包面板

点击顶部菜单按钮提示,展开二级选择面板。根据考虑,我选择了类似背包面板的展示模式。
QA工具开发流程-LMLPHP
在面板中通过网格布局,创建需要的测试条目。
面板切换时,使用了一个缓存池做优化。
首次创建时选项的预制体加入缓存池,如果切换面板只需更新UI、更换打开的工作流即可。

缓存池

        /// <summary>
        /// 创建面板里的选项
        /// </summary>
        /// 根据TestType类型创建条目,每个条目已经绑定了打开的显示逻辑
        public void Init(List<TestOption> optionList,TestType type,string[] optionType)
        {
            int typeCounts = optionType.Length;
            int bufferCounts = optionList.Count;
            //缓存池中数量小于需创建的数量,重复部分刷新值,多余部分创建并入池子。
            if (bufferCounts < typeCounts)
            {
                for (int index = 0; index < typeCounts; index++)
                {
                    if (index < bufferCounts)
                    {
                        if (!optionList[index].gameObject.activeInHierarchy)
                        {
                            optionList[index].gameObject.SetActive(true);
                        }
                        optionList[index].Initialize(index,type,optionType[index]);    
                    }
                    else
                    {
                        var testOption = CreateWidgetByPath<TestOption>(m_goContent.transform, "TestOption");
                        testOption.Initialize(index,type,optionType[index]);
                        optionList.Add(testOption);
                    }
                }
            }
            //缓存池中数量大于等于需创建的数量,读取池子刷新内容,多余部分隐藏。
            else
            {
                for (int i = 0; i < bufferCounts; i++)
                {
                    if (i < typeCounts)
                    {
                        optionList[i].Initialize(i,type,optionType[i]);   
                        if (!optionList[i].gameObject.activeInHierarchy)
                        {
                            optionList[i].gameObject.SetActive(true);
                        }
                    }
                    else
                    {
                        optionList[i].gameObject.SetActive(false);
                    }    
                }
            }
        }

具体测试面板

点击进入具体测试面板时,对于面板笔者是这么规划的。

数据类

既然测试的大类型分为了四类,那么自然每个类型都应该有不同的初始化数据
QA工具开发流程-LMLPHP
图2
在面板中,红框的部分是**派生的预制体持有的,**剩余部分应该是每种类型都应该显示的了,那就是标题
以数值类型测试为例,数据脚本如下

namespace QAModule
{
    //基础数据类型存储结构
    public class QABaseData
    {
        public string TestType
        {
            get => _testType;
            set => _testType = value;
        }

        private string _testType;

    }
}
namespace QAModule
{
    /// <summary>
    /// 数值类型字段存储结构
    /// </summary>
    public class QANumericalData : QABaseData
    {
        public string InitDisplayValue
        {
            get => _initDisplayValue;
            set => _initDisplayValue = value;
        }

        public float IncrementRate
        {
            get => _incrementRate;
            set => _incrementRate = value;
        }

        public float DecrementRate
        {
            get => _decrementRate;
            set => _decrementRate = value;
        }

        private string _initDisplayValue;
        private float _incrementRate;
        private float _decrementRate;

    }     
}

物体脚本

那么实现的脚本至少有两层

using GameLogic.UI.QAEvent;
using UnityEngine.UI;
using TEngine;
using QAModule;
using UnityEngine;

namespace GameLogic.UI
{
	[Window(UILayer.UI)]
    public class QAPanelBase<T> :UIWindow where T : QAPanelBase<T>
    {
	    //需要记忆存储的参数
        protected static string _testType;
        
        #region 脚本工具生成的代码
        protected Text m_textType;
        private Button m_btnBack;
        public override void ScriptGenerator()
        {
	        m_textType = FindChildComponent<Text>("Title/m_textType");
	        m_btnBack = FindChildComponent<Button>("m_btnBack");
	        m_btnBack.onClick.AddListener(OnClickBackBtn);
        }
        #endregion
        public override void RegisterEvent()
        {
	        base.RegisterEvent();
	        AddUIEvent<QABaseData>(QAEventDefine.StartWorkflow,OnStartWorkflow);
        }

        protected virtual void InitData(QABaseData data)
        {
	       
        }

        private void CreateWorkflow() //确定工作流,软件模型:瀑布模型
        {
            ReadDataFromMemory();//1.
	        AddListener();
	        InitPanel();
        }

		protected virtual void ReadDataFromMemory()
        {
        }
        protected virtual void AddListener(){}
        protected virtual void InitPanel()
        {
        }
        #region 事件

        private void OnStartWorkflow(QABaseData data)
        {
	        InitData(data);
	        CreateWorkflow();
        }
        
        protected virtual void OnClickBackBtn()
        {
	        //打开主界面
	        Debug.Log("back from base");
	        GameModule.UI.ShowUI<QAMainPageUI>();
        }

        #endregion 
    }
}
using QAModule;
using UnityEngine;
using UnityEngine.UI;
using TEngine;

namespace GameLogic.UI
{
	[Window(UILayer.UI)]
    public class QAPanelNumerical : QAPanelBase<QAPanelNumerical>
    {
	    protected QANumericalData _numericalData;
	    //需要记忆存储的参数
        protected static float _increment;
        protected static float _decrement;
        
        protected static float _incrementRate;
        protected static float _decrementRate;
        // _increment = _incrementRate * _addSliderValue
      
        private static float _incrementSliderValue;
        private static float _decrementSliderValue;
        private static string _displayValue;

        
		#region 脚本工具生成的代码
		protected GameObject m_goAdd;
		protected GameObject m_goMinus;
		private Text m_textDisplayType;
		private Text m_textDisplayValue;
		protected InputField m_inputAddInputField;
		private Text m_textIncrement;
		protected Slider m_sliderAddValues;
		private Button m_btnAddValues;
		protected InputField m_inputMinusInputField ;
		private Text m_textDecrement;
		protected Slider m_sliderMinusValues ;
		private Button m_btnMinusValues;
		public override void ScriptGenerator()
		{
			base.ScriptGenerator();
			m_goAdd = FindChild("ControlZone/m_goAdd").gameObject;
			m_goMinus = FindChild("ControlZone/m_goMinus").gameObject;
			m_textDisplayType = FindChildComponent<Text>("DisplayZone/DisplayBg/m_textDisplayType");
			m_textDisplayValue = FindChildComponent<Text>("DisplayZone/DisplayBorder/m_textDisplayValue");
			m_inputAddInputField = FindChildComponent<InputField>("ControlZone/m_goAdd/m_inputAddInputField");
			m_textIncrement = FindChildComponent<Text>("ControlZone/m_goAdd/m_inputAddInputField/m_textIncrement");
			m_sliderAddValues = FindChildComponent<Slider>("ControlZone/m_goAdd/m_sliderAddValues");
			m_btnAddValues = FindChildComponent<Button>("ControlZone/m_goAdd/m_btnAddValues");
			m_inputMinusInputField  = FindChildComponent<InputField>("ControlZone/m_goMinus/m_inputMinusInputField ");
			m_textDecrement = FindChildComponent<Text>("ControlZone/m_goMinus/m_inputMinusInputField /m_textDecrement");
			m_sliderMinusValues  = FindChildComponent<Slider>("ControlZone/m_goMinus/m_sliderMinusValues ");
			m_btnMinusValues = FindChildComponent<Button>("ControlZone/m_goMinus/m_btnMinusValues");
			m_sliderAddValues.onValueChanged.AddListener(OnSliderAddValuesChange);
			m_btnAddValues.onClick.AddListener(OnClickAddValuesBtn);
			m_sliderMinusValues .onValueChanged.AddListener(OnSliderMinusValuesChange);
			m_btnMinusValues.onClick.AddListener(OnClickMinusValuesBtn);
		}
		#endregion

		protected override void InitData(QABaseData data)
		{
			base.InitData(data);
			_numericalData  = data as QANumericalData;
			m_textType.text = "Test - " +_numericalData?.TestType;
			_displayValue = _numericalData?.InitDisplayValue;
			if (_numericalData != null) _incrementRate = _numericalData.IncrementRate;
			if (_numericalData != null) _decrementRate = _numericalData.DecrementRate;
		}

		protected override void ReadDataFromMemory()
        {
	        m_sliderAddValues.value = _incrementSliderValue == 0 ? 1 : _incrementSliderValue;
	        m_sliderMinusValues.value = _decrementSliderValue == 0 ? 1 : _decrementSliderValue;
        }
        protected override void AddListener()
        {
	        m_inputAddInputField.onValueChanged.AddListener(OnInputAddField);
	        m_inputMinusInputField.onValueChanged.AddListener(OnInputMinusField);
        }

        protected override void InitPanel()
        {
	        //是否是初始数据。是,表中获取。否,用上次设过值的
	        if (_incrementRate == 0 && _decrementRate == 0)
	        {
		        if (_numericalData != null)
		        {
			        _incrementRate = _numericalData.IncrementRate;
			        _decrementRate = _numericalData.DecrementRate;
		        }
	        }
	        _increment = _incrementRate * m_sliderAddValues.value;
	        _decrement = _decrementRate * m_sliderMinusValues.value;
            
	        //初始化面板显示
	        
	        m_textDisplayType.text = "Current" + _testType;
	        m_textIncrement.text = $"Increment:{_increment}";
	        m_textDecrement.text = $"Decrement:{_decrement}";
	        if (_displayValue == null)
	        {
		        _displayValue = _numericalData?.InitDisplayValue;
		        m_textDisplayValue.text =  _numericalData?.InitDisplayValue;    
	        }
	        else
	        {
		        m_textDisplayValue.text = _displayValue;
	        }
	        
        }

        
        #region 事件
        /// <summary>
        /// 设置参数倍率
        /// </summary>
        /// <param name="value"></param>
        private void OnSliderAddValuesChange(float value)
        {
            _increment = value * _incrementRate;
            m_textIncrement.text = $"Increment:{_increment}";
            _incrementSliderValue = value;
        }
        protected virtual void OnClickAddValuesBtn()
        {
            //Change Panel
            float curValue = float.Parse(m_textDisplayValue.text);
            curValue += _increment ;
	       m_textDisplayValue.text = curValue.ToString();
	       _displayValue = curValue.ToString();
	       //Test Function
        }
        private void OnSliderMinusValuesChange(float value)
        {
            _decrement = value * _decrementRate;
            m_textDecrement.text = string.Format("Decrement:{0}", _decrement);
            _decrementSliderValue = value;
        }
        protected virtual void OnClickMinusValuesBtn()
        {
            //Change Panel表现
            float curValue = float.Parse(m_textDisplayValue.text);
            curValue -= _decrement ;
	        m_textDisplayValue.text = curValue.ToString();
            _displayValue = curValue.ToString();
            //Test Function
			//.....
        }
        
        /// <summary>
        /// 通过输入框自定义参数值
        /// </summary>
        private void OnInputMinusField(string inputParma)
        {
	        //更新倍率
	        _decrementRate = float.Parse(inputParma);
			//更新面板
            m_sliderMinusValues.value = 1;
			_decrement = _decrementRate * m_sliderMinusValues.value;
			m_textDecrement.text = string.Format("Decrement:{0}", _decrement);
			
        }

        private void OnInputAddField(string inputParma)
        {
	        _incrementRate = float.Parse(inputParma);
	        m_sliderAddValues.value = 1;
	        _increment = _incrementRate * m_sliderAddValues.value;
	        m_textIncrement.text = string.Format("Increment:{0}", _increment);
        }


        #endregion

    }
}

数值类型的面板如上图2,为了便于控制一次加减的值,我做了4档可输入计算器。可以根据倍率准确定位数值,做到对大小数值的便捷测试。

// _increment = _incrementRate * _addSliderValue
//实际值 = 倍率 * 滑动条的档数

数据和表现分离

所以,以上两层继承,完成了通过点击面板,完成UI界面数值的更替。
现在,需要把相关更替的数值注入到指定的数据集中【即:做出实际的测试功能】
那么只需要再让具体的XX测试 继承数值测试,然后读取相应字段,重写+ -按钮的回调函数,跟据读取的数值,做相应功能就行了。

using TEngine;
using GameLogic.DKSystem.Soical;
using UnityEngine;

namespace GameLogic.UI
{
    [Window(UILayer.UI,"QAPanelNumerical")]
    public class QAPanelGold : QAPanelNumerical
    {
        protected override void OnClickAddValuesBtn()
        {
            //数据
            base.OnClickAddValuesBtn();
            var gold = (int)_increment ;
            PlayerService.AddGold(gold);
            Debug.Log(string.Format("{0} + {1} success.", _testType, gold));
        }

        protected override void OnClickMinusValuesBtn()
        {
            base.OnClickMinusValuesBtn();
            var gold = (int)_decrement;
            PlayerService.AddGold(-gold);
            Debug.Log(string.Format("{0} - {1} success.", _testType, gold));
        }
        
        protected override void OnClickBackBtn()
        {
            base.OnClickBackBtn();
            GameModule.UI.CloseWindow<QAPanelGold>();
        }
    }
}
using TEngine;
using GameLogic.DKSystem.Soical;
using QAModule;
using UnityEngine;

namespace GameLogic.UI
{
    [Window(UILayer.UI,"QAPanelNumerical")]
    public class QAPanelExp : QAPanelNumerical
    {
        protected override void InitPanel()
        {
            base.InitPanel();
            m_goMinus.SetActive(false);
        }

        protected override void OnClickAddValuesBtn()
        {
            //数据
            base.OnClickAddValuesBtn();
            var exp = (int)_increment ;
            PlayerService.AddExp(exp);
            Debug.Log(string.Format("{0} + {1} success.", _testType, exp));
        }

        protected override void OnClickMinusValuesBtn()
        {
            base.OnClickMinusValuesBtn();
            var exp = (int)_decrement;
            PlayerService.AddExp(-exp);
            Debug.Log(string.Format("{0} - {1} success.", _testType, exp));
        }
        protected override void OnClickBackBtn()
        {
            base.OnClickBackBtn();
            GameModule.UI.CloseWindow<QAPanelExp>();
        }
    }
}
using GameLogic.DKSystem;
using TEngine;
using UnityEngine;

namespace GameLogic.UI
{
    [Window(UILayer.UI,"QAPanelNumerical")]
    public class QAPanelStar : QAPanelNumerical
    {
        protected override void InitPanel()
        {
            base.InitPanel();
            m_inputAddInputField.gameObject.SetActive(false);
            m_inputMinusInputField.gameObject.SetActive(false);
            m_sliderAddValues.gameObject.SetActive(false);
            m_sliderMinusValues.gameObject.SetActive(false);
        }

        protected override void OnClickAddValuesBtn()
        {
            base.OnClickAddValuesBtn();
            AnswerRankService.PostSta(new StaData()
            {
                season_id = WikipediaQuizSystem.Instance.SeasonId,
                is_victory = 3
            },null);
            Debug.Log("增加1个星星");
        }

        protected override void OnClickMinusValuesBtn()
        {
            base.OnClickMinusValuesBtn();
            AnswerRankService.PostSta(new StaData()
            {
                season_id = WikipediaQuizSystem.Instance.SeasonId,
                is_victory = 1
            },null);
            Debug.Log("减少1个星星");
        }
        protected override void OnClickBackBtn()
        {
            base.OnClickBackBtn();
            GameModule.UI.CloseWindow<QAPanelStar>();
        }
    }
}

面板

using UnityEngine;
using UnityEngine.UI;
using TEngine;
using QAModule;

namespace GameLogic.UI
{
    [Window(UILayer.UI)]
    public class TestOption : UIWidget
    {
        private TestType _type;
        private int _optionIndex;
        private Button m_btnTestOption;
        #region 脚本工具生成的代码
        private Image m_imgBg;
        private Text m_textTestOption;
        public override void ScriptGenerator()
        {
            m_imgBg = FindChildComponent<Image>("m_imgBg");
            m_textTestOption = FindChildComponent<Text>("m_textTestOption");
        }
        #endregion
        /// <summary>
        /// 根据index查找对应测试的名称类型
        /// </summary>
        /// <param name="index"></param>
        /// <param name="type"></param>
        /// <param name="description"></param>
        public void Initialize(int index,TestType type,string description)
        {
            m_btnTestOption = gameObject.GetComponent<Button>();
            m_btnTestOption.onClick.AddListener(OnClickTestOptionBtn);
            
            _optionIndex = index;
            m_textTestOption.text = description;
            m_imgBg.color = Color.cyan;
        }

        private void InitWorkflow(int index,TestType type)
        {
            TestProcessManager.Instance.CurTestType = type;
            TestProcessManager.Instance.SelectTestProcess(index);
        }
        #region 事件
        private void OnClickTestOptionBtn()
        {
          InitWorkflow(_optionIndex,_type);
        }
       
        #endregion

    }
}

打开并创建界面的核心是 创建工作流、先初始化,再创建。方法在工作流管理器调用

单例的工作流管理器

using Aliyun.OSS;
using GameBase;
using UnityEngine;
using UnityEngine.UI;
using TEngine;
using QAModule;

namespace GameLogic.UI
{
    /// <summary>
    /// 测试项目的种类
    /// </summary>
    public enum TestType
    {
        NumericalType = 0, //数值类型测试
        AnimationType = 1, //动画类型测试
        ProcessType = 2,  // 流程类型测试
        ElseType = 3      //自定义测试类型
    }

    public class TestProcessManager : Singleton<TestProcessManager>
    {
        public TestType CurTestType;

        public void SelectTestProcess(int index)
        {
            switch (CurTestType)
            {
                case TestType.NumericalType:
                    NumericalProcessFlow numericalProcessFlow = new NumericalProcessFlow(index);
                    numericalProcessFlow.CreateTestPanel();
                    break;
                case TestType.AnimationType:
                    
                    break;
                case TestType.ProcessType:
                    
                    break;
            }
        }

        protected override void Initialize()
        {
        }

        protected override void UnInitialize()
        {
        }
    }
 
}
09-02 01:24