forked from BilalY/Rasagar
2.9 KiB
2.9 KiB
7. Scene Validation Test
Learning Objectives
Test scene for presence of Sara and Wand game object. Utilize Test Framework feature to make this test use all scenes as fixtures.
Exercise
- Create ValidationTest.cs file with a single namespace and two classes SceneValidationTests and GameplayScenesProvider.
- In the Tests class create SaraAndWandArePresent test to check that "Sara Variant" and "Wand" game objects are not null.
- In the Fixture class
GameplayScenesProvider
implementIEnumerable<string>
and in generator method yield all scenes from EditorBuildSettings.scenes. - Use
TestFixture
and TestFixtureSource annotations on SceneValidationTests class. - Create a new Empty Scene and attach it to
EditorBuildSettings
to verify if tests are created dynamically.
Hints
TestFixture
andTestFixtureSource
NUnit annotations require Test Class to be present inside Namespace.- To attach a scene to
EditorBuildSettings
, you need to create a new Scene, and then add it to File > Build Settings.
Solution
ValidationTests.cs
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace ValidationTests
{
[TestFixture]
[TestFixtureSource(typeof(GameplayScenesProvider))]
public class SceneValidationTests
{
private readonly string _scenePath;
public SceneValidationTests(string scenePath)
{
_scenePath = scenePath;
}
[OneTimeSetUp]
public void LoadScene()
{
SceneManager.LoadScene(_scenePath);
}
[UnityTest]
public IEnumerator SaraAndWandArePresent()
{
yield return waitForSceneLoad();
var wand = GameObject.Find("Wand");
var sara = GameObject.Find("Sara Variant");
Assert.NotNull(wand, "Wand object exists");
Assert.NotNull(sara, "Sara object exists");
}
IEnumerator waitForSceneLoad()
{
while (!SceneManager.GetActiveScene().isLoaded)
{
yield return null;
}
}
}
public class GameplayScenesProvider : IEnumerable
{
public IEnumerator GetEnumerator()
{
foreach (var scene in EditorBuildSettings.scenes)
{
if (!scene.enabled || scene.path == null)
{
continue;
}
yield return scene.path;
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}