using System;
using UnityEngine.Scripting;
namespace UnityEngine.TestRunner
{
///
/// An assembly level attribute that indicates that a given type implementing should be subscribed to updates on the test progress. You can invoke the callbacks with [NUnit](http://www.nunit.org/) `ITest` and `ITestResult` classes.
///
/// At the `RunStarted` and `RunFinished` methods, the test and test results are for the whole test tree. These methods invoke at each node in the test tree; first with the whole test assembly, then with the test class, and last with the test method.
///
/// From these callbacks, it's possible to read the partial or the full results, and to save the XML version of the result for further processing or continuous integration.
///
///
///
///
///
/// > Note: The `TestRunCallback` does not need any references to the `UnityEditor` namespace and can run in standalone Players on the Player side.
///
[AttributeUsage(AttributeTargets.Assembly)]
public class TestRunCallbackAttribute : Attribute
{
private Type m_Type;
///
/// Constructs a new instance of the class.
///
/// A target type that implements .
/// Throws an ArgumentException if the provided type does not implement .
public TestRunCallbackAttribute(Type type)
{
var interfaceType = typeof(ITestRunCallback);
if (!interfaceType.IsAssignableFrom(type))
{
throw new ArgumentException(string.Format(
"Type {2} provided to {0} does not implement {1}. If the stripping level is set to high, the implementing class should have the {3}.",
GetType().Name, interfaceType.Name, type.Name, typeof(PreserveAttribute).Name));
}
m_Type = type;
}
internal ITestRunCallback ConstructCallback()
{
return Activator.CreateInstance(m_Type) as ITestRunCallback;
}
}
}