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(); } }