forked from BilalY/Rasagar
172 lines
7.1 KiB
C#
172 lines
7.1 KiB
C#
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using System;
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using UnityEngine.UI;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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[TestFixture]
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[Category("RegressionTest")]
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public class SceneWithNestedLayoutElementsLoad : IPrebuildSetup
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{
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Scene m_InitScene;
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const string aspectRatioFitterSceneName = "AspectRatioFitter";
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const string contentSizeFitterSceneName = "ContentSizeFitter";
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const string layoutGroupSceneName = "LayoutGroup";
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public void Setup()
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{
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#if UNITY_EDITOR
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Action aspectRatioFitterSceneCreation = delegate()
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{
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var canvasGO = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler));
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var panelGO = new GameObject("Panel", typeof(UnityEngine.UI.Image), typeof(AspectRatioFitter));
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var imageGO = new GameObject("Image", typeof(UnityEngine.UI.RawImage), typeof(AspectRatioFitter));
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panelGO.transform.SetParent(canvasGO.transform);
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imageGO.transform.SetParent(panelGO.transform);
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var panelARF = panelGO.GetComponent<AspectRatioFitter>();
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panelARF.aspectMode = AspectRatioFitter.AspectMode.EnvelopeParent;
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panelARF.aspectRatio = 1.98f;
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var iamgeARF = imageGO.GetComponent<AspectRatioFitter>();
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iamgeARF.aspectMode = AspectRatioFitter.AspectMode.None;
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iamgeARF.aspectRatio = 1f;
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new GameObject("GameObject", typeof(SceneWithNestedLayoutElementsLoadScript));
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};
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CreateSceneUtility.CreateScene(aspectRatioFitterSceneName, aspectRatioFitterSceneCreation);
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Action contentSizeFitterSceneCreation = delegate()
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{
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var canvasGO = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler));
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var panelGO = new GameObject("Panel", typeof(UnityEngine.UI.Image), typeof(ContentSizeFitter), typeof(LayoutElement));
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var imageGO = new GameObject("Image", typeof(UnityEngine.UI.RawImage), typeof(ContentSizeFitter), typeof(LayoutElement));
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panelGO.transform.SetParent(canvasGO.transform);
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imageGO.transform.SetParent(panelGO.transform);
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var panelCSF = panelGO.GetComponent<ContentSizeFitter>();
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panelCSF.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
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panelCSF.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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var panelLE = panelGO.GetComponent<LayoutElement>();
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panelLE.preferredWidth = 200f;
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panelLE.preferredHeight = 200f;
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var imageCSF = imageGO.GetComponent<ContentSizeFitter>();
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imageCSF.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
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imageCSF.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
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var imageLE = imageGO.GetComponent<LayoutElement>();
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imageLE.preferredWidth = 100f;
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imageLE.preferredHeight = 100f;
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new GameObject("GameObject", typeof(SceneWithNestedLayoutElementsLoadScript));
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};
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CreateSceneUtility.CreateScene(contentSizeFitterSceneName, contentSizeFitterSceneCreation);
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Action layoutGroupSceneCreation = delegate()
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{
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var canvasGO = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GridLayoutGroup));
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var panelGO = new GameObject("Panel (0)", typeof(UnityEngine.UI.Image), typeof(GridLayoutGroup), typeof(LayoutElement));
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var imageGOOne = new GameObject("Image", typeof(UnityEngine.UI.RawImage), typeof(LayoutElement));
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var imageGOTwo = new GameObject("Image", typeof(UnityEngine.UI.RawImage), typeof(LayoutElement));
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panelGO.transform.SetParent(canvasGO.transform);
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imageGOOne.transform.SetParent(panelGO.transform);
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imageGOTwo.transform.SetParent(panelGO.transform);
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var panelLE = panelGO.GetComponent<LayoutElement>();
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panelLE.preferredWidth = 100f;
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panelLE.preferredHeight = 100f;
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var imageOneLE = imageGOOne.GetComponent<LayoutElement>();
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imageOneLE.preferredWidth = 100f;
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imageOneLE.preferredHeight = 100f;
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var imageTwoLE = imageGOOne.GetComponent<LayoutElement>();
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imageTwoLE.preferredWidth = 100f;
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imageTwoLE.preferredHeight = 100f;
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// Duplicate the first panel we created.
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GameObject.Instantiate(panelGO, canvasGO.transform);
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new GameObject("GameObject", typeof(SceneWithNestedLayoutElementsLoadScript));
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};
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CreateSceneUtility.CreateScene(layoutGroupSceneName, layoutGroupSceneCreation);
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#endif
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}
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[UnityTest]
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public IEnumerator SceneWithNestedAspectRatioFitterLoads()
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{
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AsyncOperation operation = SceneManager.LoadSceneAsync(aspectRatioFitterSceneName, LoadSceneMode.Additive);
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yield return operation;
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(aspectRatioFitterSceneName));
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var go = GameObject.Find("GameObject");
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var component = go.GetComponent<SceneWithNestedLayoutElementsLoadScript>();
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yield return new WaitUntil(() => component.isStartCalled);
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operation = SceneManager.UnloadSceneAsync(aspectRatioFitterSceneName);
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yield return operation;
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}
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[UnityTest]
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public IEnumerator SceneWithNestedContentSizeFitterLoads()
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{
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AsyncOperation operation = SceneManager.LoadSceneAsync(contentSizeFitterSceneName, LoadSceneMode.Additive);
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yield return operation;
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(contentSizeFitterSceneName));
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var go = GameObject.Find("GameObject");
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var component = go.GetComponent<SceneWithNestedLayoutElementsLoadScript>();
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yield return new WaitUntil(() => component.isStartCalled);
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operation = SceneManager.UnloadSceneAsync(contentSizeFitterSceneName);
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yield return operation;
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}
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[UnityTest]
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public IEnumerator SceneWithNestedLayoutGroupLoads()
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{
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AsyncOperation operation = SceneManager.LoadSceneAsync(layoutGroupSceneName, LoadSceneMode.Additive);
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yield return operation;
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SceneManager.SetActiveScene(SceneManager.GetSceneByName(layoutGroupSceneName));
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var go = GameObject.Find("GameObject");
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var component = go.GetComponent<SceneWithNestedLayoutElementsLoadScript>();
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yield return new WaitUntil(() => component.isStartCalled);
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operation = SceneManager.UnloadSceneAsync(layoutGroupSceneName);
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yield return operation;
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}
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[SetUp]
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public void TestSetup()
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{
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m_InitScene = SceneManager.GetActiveScene();
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}
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[TearDown]
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public void TearDown()
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{
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SceneManager.SetActiveScene(m_InitScene);
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}
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[OneTimeTearDown]
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public void OnTimeTearDown()
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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/" + aspectRatioFitterSceneName + ".unity");
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AssetDatabase.DeleteAsset("Assets/" + contentSizeFitterSceneName + ".unity");
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AssetDatabase.DeleteAsset("Assets/" + layoutGroupSceneName + ".unity");
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#endif
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}
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}
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