61 lines
2.6 KiB
C#
61 lines
2.6 KiB
C#
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// This is a wrapper that allows running tests on MonoBehaviour scripts. Inherits from <see cref="CustomYieldInstruction"/>.
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/// </summary>
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/// <typeparam name="T">A MonoBehaviour component created for the test and attached to the tests [GameObject](https://docs.unity3d.com/ScriptReference/GameObject.html).</typeparam>
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public class MonoBehaviourTest<T> : CustomYieldInstruction where T : MonoBehaviour, IMonoBehaviourTest
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{
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/// <summary>A MonoBehaviour component created for the test and attached to the tests [GameObject](https://docs.unity3d.com/ScriptReference/GameObject.html).</summary>
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public T component { get; }
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/// <summary>
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/// A `GameObject` created as a container for the test component.
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/// </summary>
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public GameObject gameObject { get { return component.gameObject; } }
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/// <summary>
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/// `MonoBehaviourTest` is a [coroutine](https://docs.unity3d.com/ScriptReference/Coroutine.html) and a helper for writing MonoBehaviour tests.
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/// Yield a `MonoBehaviour`Test when using the `UnityTest` attribute to instantiate the `MonoBehaviour` you wish to test and wait for it to finish running. Implement the `IMonoBehaviourTest` interface on the `MonoBehaviour` to state when the test completes.
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/// </summary>
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/// <param name="dontDestroyOnLoad"></param>
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/// <example>
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/// <code>
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/// [UnityTest]
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/// public IEnumerator MonoBehaviourTest_Works()
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/// {
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/// yield return new MonoBehaviourTest<MyMonoBehaviourTest>();
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/// }
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///
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/// public class MyMonoBehaviourTest : MonoBehaviour, IMonoBehaviourTest
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/// {
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/// private int frameCount;
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/// public bool IsTestFinished
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/// {
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/// get { return frameCount > 10; }
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/// }
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///
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/// void Update()
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/// {
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/// frameCount++;
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/// }
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/// }
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/// </code>
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/// </example>
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public MonoBehaviourTest(bool dontDestroyOnLoad = true)
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{
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var go = new GameObject("MonoBehaviourTest: " + typeof(T).FullName);
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component = go.AddComponent<T>();
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if (dontDestroyOnLoad)
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{
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Object.DontDestroyOnLoad(go);
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}
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}
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/// <summary>
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/// (Inherited) Returns `true`` if the test is not finished yet, which keeps the coroutine suspended
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/// </summary>
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public override bool keepWaiting
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{
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get { return !component.IsTestFinished; }
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}
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}
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}
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