playtest-unity/playtest/Library/PackageCache/com.unity.test-framework@1..../Documentation~/reference-unitysetup-and-un...

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# UnitySetUp and UnityTearDown
The `UnitySetUp` and `UnityTearDown` attributes are identical to the standard `SetUp` and `TearDown` attributes, with the exception that they allow for [yielding instructions](reference-custom-yield-instructions.md). The `UnitySetUp` and `UnityTearDown` attributes expect a return type of [IEnumerator](https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerator?view=netframework-4.8).
## UnitySetUp and UnityTeardown example
```c#
public class SetUpTearDownExample
{
[UnitySetUp]
public IEnumerator SetUp()
{
yield return new EnterPlayMode();
}
[Test]
public void MyTest()
{
Debug.Log("This runs inside playmode");
}
[UnityTearDown]
public IEnumerator TearDown()
{
yield return new ExitPlayMode();
}
}
```
## Execution order
`UnitySetUp` and `UnityTearDown` can be used with either the `Test` or `UnityTest` test attributes. In both cases the relative execution order of Unity and non-Unity `SetUp` and `TearDown` attributes is the same. The only difference is that a `UnityTest` allows for yielding instructions during the test that can result in a domain reload, in which case the non-Unity `SetUp` and `TearDown` methods are re-run before proceeding to the second part of the test.
![SetUp and TearDown Execution Order](./images/execution-order-unitysetup-teardown.svg)
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## Base and Derived classes
The term **base** in the execution order denotes a base class from which a test class inherits. `UnitySetUp` and `UnityTearDown` follow the same pattern as NUnit `SetUp` and `TearDown` attributes in determining execution order between base classes and their derivatives. `SetUp` methods are called on base classes first, and then on derived classes. `TearDown` methods are called on derived classes first, and then on the base class. See the [NUnit Documentation](https://docs.nunit.org/articles/nunit/technical-notes/usage/SetUp-and-TearDown.html) for more details.
### Base and Derived class example
```csharp
public class BaseClass
{
[OneTimeSetUp]
public void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp Base");
}
[SetUp]
public void SetUp()
{
Debug.Log("SetUp Base");
}
[UnitySetUp]
public IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup Base");
yield return null;
}
[TearDown]
public void TearDown()
{
Debug.Log("TearDown Base");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown Base");
yield return null;
}
}
public class DerivedClass: BaseClass
{
[OneTimeSetUp]
public new void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp");
}
[SetUp]
public new void SetUp()
{
Debug.Log("SetUp");
}
[UnitySetUp]
public new IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup");
yield return null;
}
[Test]
public void UnitTest()
{
Debug.Log("Test");
}
[UnityTest]
public IEnumerator UnityTest()
{
Debug.Log("UnityTest before yield");
yield return null;
Debug.Log("UnityTest after yield");
}
[TearDown]
public new void TearDown()
{
Debug.Log("TearDown");
}
[UnityTearDown]
public new IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown");
yield return null;
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
Debug.Log("OneTimeTearDown");
}
}
```
### Domain reload example
```csharp
public class BaseClass
{
[OneTimeSetUp]
public void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp Base");
}
[SetUp]
public void SetUp()
{
Debug.Log("SetUp Base");
}
[UnitySetUp]
public IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup Base");
yield return null;
}
[TearDown]
public void TearDown()
{
Debug.Log("TearDown Base");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown Base");
yield return null;
}
}
public class DerivedClass: BaseClass
{
[OneTimeSetUp]
public new void OneTimeSetUp()
{
Debug.Log("OneTimeSetUp");
}
[SetUp]
public new void SetUp()
{
Debug.Log("SetUp");
}
[UnitySetUp]
public new IEnumerator UnitySetUp()
{
Debug.Log("UnitySetup");
yield return null;
}
[Test]
public void UnitTest()
{
Debug.Log("Test");
}
[UnityTest]
public IEnumerator UnityTest()
{
Debug.Log("UnityTest before yield");
yield return new EnterPlayMode();
//Domain reload happening
yield return new ExitPlayMode();
Debug.Log("UnityTest after yield");
}
[TearDown]
public new void TearDown()
{
Debug.Log("TearDown");
}
[UnityTearDown]
public new IEnumerator UnityTearDown()
{
Debug.Log("UnityTearDown");
yield return null;
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
Debug.Log("OneTimeTearDown");
}
}
```