forked from BilalY/Rasagar
74 lines
2.4 KiB
C#
74 lines
2.4 KiB
C#
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEditor;
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[TestFixture]
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public class RectTransformValidAfterEnable : IPrebuildSetup
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{
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const string kSceneName = "DisabledCanvasScene";
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const string kGameObjectName = "DisabledCanvas";
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public void Setup()
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{
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#if UNITY_EDITOR
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Action codeToExecute = delegate()
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{
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var canvasGameObject = new GameObject(kGameObjectName, typeof(Canvas));
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canvasGameObject.SetActive(false);
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canvasGameObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
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canvasGameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(0, 0);
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canvasGameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
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CanvasScaler canvasScaler = canvasGameObject.AddComponent<CanvasScaler>();
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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canvasScaler.referenceResolution = new Vector2(1024, 768);
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};
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CreateSceneUtility.CreateScene(kSceneName, codeToExecute);
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#endif
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}
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[UnityTest]
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public IEnumerator CheckRectTransformValidAfterEnable()
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{
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AsyncOperation operation = SceneManager.LoadSceneAsync(kSceneName, LoadSceneMode.Additive);
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yield return operation;
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Scene scene = SceneManager.GetSceneByName(kSceneName);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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GameObject canvasGameObject = null;
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foreach (GameObject gameObject in gameObjects)
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{
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if (gameObject.name == kGameObjectName)
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{
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canvasGameObject = gameObject;
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break;
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}
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}
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Assert.IsNotNull(canvasGameObject);
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RectTransform rectTransform = canvasGameObject.GetComponent<RectTransform>();
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canvasGameObject.SetActive(true);
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yield return new WaitForEndOfFrame();
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Rect rect = rectTransform.rect;
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Assert.Greater(rect.width, 0);
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Assert.Greater(rect.height, 0);
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operation = SceneManager.UnloadSceneAsync(kSceneName);
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yield return operation;
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}
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[TearDown]
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public void TearDown()
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{
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//Manually add Assets/ and .unity as CreateSceneUtility does that for you.
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#if UNITY_EDITOR
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AssetDatabase.DeleteAsset("Assets/" + kSceneName + ".unity");
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#endif
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}
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}
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