forked from BilalY/Rasagar
58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.TestTools;
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namespace Unity.AI.Navigation.Tests
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{
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abstract class PrebuiltSceneSetup : IPrebuildSetup, IPostBuildCleanup
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{
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const string k_RootDir = "Assets";
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const string k_TestDir = "TmpScenes";
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string testDirectory { get; set; } = "";
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protected string pathToTestScene { get; private set; } = "";
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protected abstract string GetSceneFile();
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protected abstract void SceneSetup();
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public void Setup()
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{
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#if UNITY_EDITOR
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testDirectory = Path.Combine(k_RootDir, k_TestDir);
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pathToTestScene = Path.Combine(testDirectory, GetSceneFile());
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AssetDatabase.Refresh();
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if (!AssetDatabase.IsValidFolder(testDirectory))
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testDirectory = AssetDatabase.GUIDToAssetPath(AssetDatabase.CreateFolder(k_RootDir, k_TestDir));
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AssetDatabase.Refresh();
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SceneSetup();
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var editorBuildSettingsScenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes)
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{
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new EditorBuildSettingsScene(pathToTestScene, true)
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};
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EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray();
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#endif
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}
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public void Cleanup()
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{
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#if UNITY_EDITOR
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AssetDatabase.Refresh();
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testDirectory = Path.Combine(k_RootDir, k_TestDir);
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pathToTestScene = Path.Combine(testDirectory, GetSceneFile());
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var baseSceneGuidTxt = AssetDatabase.AssetPathToGUID(pathToTestScene);
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if (AssetDatabase.IsValidFolder(testDirectory))
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AssetDatabase.DeleteAsset(testDirectory);
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if (GUID.TryParse(baseSceneGuidTxt, out var sceneGuid))
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EditorBuildSettings.scenes = EditorBuildSettings.scenes.Where(scene => scene.guid != sceneGuid).ToArray();
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#endif
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}
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}
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}
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