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18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 | using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using NUnit.Framework.Internal.Commands;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal;
using NUnit.Framework.Internal.Builders;
using UnityEngine.TestRunner.NUnitExtensions.Runner;
namespace UnityEngine.TestTools
{
/// <summary>
/// `UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test.
/// In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop.
/// The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html).
/// <example>
/// ## Edit Mode example
/// The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run:
/// <code>
/// [UnityTest]
/// public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess()
/// {
/// var utility = RunEditorUtilityInTheBackground();
///
/// while (utility.isRunning)
/// {
/// yield return null;
/// }
///
/// Assert.IsTrue(utility.isSuccess);
/// }
/// </code>
/// </example>
/// <example>
/// ## Play Mode example
///
/// In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test.
///
/// From a Play Mode test you can use one of Unity’s [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html):
///
/// - [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations.
/// - [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests.
///
/// The simplest example is to yield to `WaitForFixedUpdate`:
/// <code>
/// [UnityTest]
/// public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics()
/// {
/// var go = new GameObject();
/// go.AddComponent<Rigidbody>();
/// var originalPosition = go.transform.position.y;
///
/// yield return new WaitForFixedUpdate();
///
/// Assert.AreNotEqual(originalPosition, go.transform.position.y);
/// }
/// </code>
/// </example>
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class UnityTestAttribute : CombiningStrategyAttribute, ISimpleTestBuilder, IImplyFixture, ITestBuilder, IApplyToTest
{
const string k_MethodMarkedWithUnitytestMustReturnIenumerator = "Method marked with UnityTest must return IEnumerator.";
/// <summary>
/// Initializes and returns an instance of UnityTestAttribute.
/// </summary>
public UnityTestAttribute() : base(new UnityCombinatorialStrategy(), new ParameterDataSourceProvider()) {}
private readonly NUnitTestCaseBuilder _builder = new NUnitTestCaseBuilder();
/// <summary>
/// This method builds the TestMethod from the Test and the method info. In addition it removes the expected result of the test.
/// </summary>
/// <param name="method">The method info.</param>
/// <param name="suite">The test.</param>
/// <returns>A TestMethod object</returns>
TestMethod ISimpleTestBuilder.BuildFrom(IMethodInfo method, Test suite)
{
var t = CreateTestMethod(method, suite);
AdaptToUnityTestMethod(t);
return t;
}
/// <summary>
/// This method hides the base method from CombiningStrategyAttribute.
/// It builds a TestMethod from a Parameterized Test and the method info.
/// In addition it removes the expected result of the test.
/// </summary>
/// <param name="method">The method info.</param>
/// <param name="suite">The test.</param>
/// <returns>A TestMethod object</returns>
IEnumerable<TestMethod> ITestBuilder.BuildFrom(IMethodInfo method, Test suite)
{
var testMethods = base.BuildFrom(method, suite);
foreach (var t in testMethods)
{
AdaptToUnityTestMethod(t);
}
return testMethods;
}
TestMethod CreateTestMethod(IMethodInfo method, Test suite)
{
TestCaseParameters parms = new TestCaseParameters
{
ExpectedResult = new object(),
HasExpectedResult = true
};
var t = _builder.BuildTestMethod(method, suite, parms);
return t;
}
static void AdaptToUnityTestMethod(TestMethod t)
{
if (t.parms != null)
{
t.parms.HasExpectedResult = false;
}
}
static bool IsMethodReturnTypeIEnumerator(IMethodInfo method)
{
return !method.ReturnType.IsType(typeof(IEnumerator));
}
/// <summary>
/// This method hides the base method ApplyToTest from CombiningStrategyAttribute.
/// In addition it ensures that the test with the `UnityTestAttribute` has an IEnumerator as return type.
/// </summary>
/// <param name="test">The test.</param>
public new void ApplyToTest(Test test)
{
if (IsMethodReturnTypeIEnumerator(test.Method))
{
test.RunState = RunState.NotRunnable;
test.Properties.Set(PropertyNames.SkipReason, k_MethodMarkedWithUnitytestMustReturnIenumerator);
}
base.ApplyToTest(test);
}
}
}
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