Maze / Library /PackageCache /com.unity.test-framework@1.1.33 /UnityEngine.TestRunner /NUnitExtensions /Attributes /UnityTestAttribute.cs
| 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> | |
| [] | |
| 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); | |
| } | |
| } | |
| } | |