## Tests for Character System v2 — animation state, outfit layers, hand slots. extends GutTest var _char: Character func before_each() -> void: _char = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(_char) var cd: CharacterData = CharacterData.new() _char.data = cd func test_animated_sprite_node_exists() -> void: assert_not_null(_char.get_node_or_null("AnimatedSprite2D")) func test_outfit_layer_1_node_exists() -> void: assert_not_null(_char.get_node_or_null("OutfitLayer1")) func test_outfit_layer_2_node_exists() -> void: assert_not_null(_char.get_node_or_null("OutfitLayer2")) func test_outfit_layer_3_node_exists() -> void: assert_not_null(_char.get_node_or_null("OutfitLayer3")) func test_hand_left_node_exists() -> void: assert_not_null(_char.get_node_or_null("HandLeft")) func test_hand_right_node_exists() -> void: assert_not_null(_char.get_node_or_null("HandRight")) func test_snap_receiver_node_exists() -> void: assert_not_null(_char.get_node_or_null("SnapReceiver")) func test_character_data_outfit_has_three_empty_slots() -> void: assert_eq(_char.data.outfit.size(), 3) assert_eq(_char.data.outfit[0], "") assert_eq(_char.data.outfit[1], "") assert_eq(_char.data.outfit[2], "") func test_default_animation_state_is_idle() -> void: assert_eq(_char.get_animation_state(), "idle") func test_set_animation_state_sitting() -> void: _char.set_animation_state("sitting") assert_eq(_char.get_animation_state(), "sitting") func test_set_animation_state_lying() -> void: _char.set_animation_state("lying") assert_eq(_char.get_animation_state(), "lying") func test_set_animation_state_held() -> void: _char.set_animation_state("held") assert_eq(_char.get_animation_state(), "held") func test_set_animation_state_happy() -> void: _char.set_animation_state("happy") assert_eq(_char.get_animation_state(), "happy") func test_set_animation_state_sleeping() -> void: _char.set_animation_state("sleeping") assert_eq(_char.get_animation_state(), "sleeping")