75 lines
3.0 KiB
C#
75 lines
3.0 KiB
C#
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using System;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// PrebuildSetup attribute run if the test or test class is in the current test run. The test is included either by running all tests or setting a filter that includes the test. If multiple tests reference the same pre-built setup or post-build cleanup, then it only runs once.
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/// </summary>
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[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)]
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public class PrebuildSetupAttribute : Attribute
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{
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/// <summary>
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/// Initializes and returns an instance of PrebuildSetupAttribute by type.
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/// </summary>
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/// <param name="targetClass">The type of the target class.</param>
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public PrebuildSetupAttribute(Type targetClass)
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{
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TargetClass = targetClass;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="targetClassName"></param>
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/// <example>
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/// <code>
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/// [TestFixture]
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/// public class CreateSpriteTest : IPrebuildSetup
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/// {
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/// Texture2D m_Texture;
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/// Sprite m_Sprite;
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///
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/// public void Setup()
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/// {
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///
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/// #if UNITY_EDITOR
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///
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/// var spritePath = "Assets/Resources/Circle.png";
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/// var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
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/// ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
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/// ti.SaveAndReimport();
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///
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/// #endif
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/// }
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///
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/// [SetUp]
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/// public void SetUpTest()
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/// {
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/// m_Texture = Resources.Load<Texture2D>("Circle");
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/// }
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///
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/// [Test]
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/// public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
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/// {
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///
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/// // Check with Valid Texture.
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/// LogAssert.Expect(LogType.Log, "Circle Sprite Created");
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/// Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
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/// Debug.Log("Circle Sprite Created");
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///
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/// // Check with NULL Texture. Should return NULL Sprite.
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/// m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.heig`t), new Vector2(0.5f, 0.5f));
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/// Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
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/// }
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/// }
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/// </code>
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/// Tip: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
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/// </example>
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public PrebuildSetupAttribute(string targetClassName)
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{
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TargetClass = AttributeHelper.GetTargetClassFromName(targetClassName, typeof(IPrebuildSetup));
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}
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internal Type TargetClass { get; private set; }
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}
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}
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