using System;
namespace UnityEngine.TestTools
{
///
/// Implement this interface if you want to define a set of actions to run as a pre-build step.
///
public interface IPrebuildSetup
{
///
/// Implement this method to call actions automatically before the build process.
///
///
///
/// [TestFixture]
/// public class CreateSpriteTest : IPrebuildSetup
/// {
/// Texture2D m_Texture;
/// Sprite m_Sprite;
///
/// public void Setup()
/// {
/// #if UNITY_EDITOR
/// var spritePath = "Assets/Resources/Circle.png";
///
/// var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
///
/// ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
///
/// ti.SaveAndReimport();
/// #endif
/// }
///
/// [SetUp]
/// public void SetUpTest()
/// {
/// m_Texture = Resources.Load<Texture2D>("Circle");
/// }
///
/// [Test]
/// public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
/// {
/// // Check with Valid Texture.
///
/// LogAssert.Expect(LogType.Log, "Circle Sprite Created");
///
/// Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
///
/// Debug.Log("Circle Sprite Created");
///
/// // Check with NULL Texture. Should return NULL Sprite.
/// m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
///
/// Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
/// }
/// }
///
/// > **Tip**: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
///
void Setup();
}
}