forked from BilalY/Rasagar
113 lines
4.8 KiB
C#
113 lines
4.8 KiB
C#
using System;
|
|
using System.Collections;
|
|
using UnityEditor;
|
|
|
|
namespace UnityEngine.TestTools
|
|
{
|
|
/// <summary>
|
|
/// `RecompileScripts` is an <see cref="IEditModeTestYieldInstruction"/> that you can yield in Edit Mode tests. It lets you trigger a recompilation of scripts in the Unity Editor.
|
|
/// </summary>
|
|
public class RecompileScripts : IEditModeTestYieldInstruction
|
|
{
|
|
/// <summary>
|
|
/// Creates a new instance of the `RecompileScripts` yield instruction.
|
|
/// <example>
|
|
/// <code>
|
|
/// [UnitySetUp]
|
|
/// public IEnumerator SetUp()
|
|
/// {
|
|
/// using (var file = File.CreateText("Assets/temp/myScript.cs"))
|
|
/// {
|
|
/// file.Write("public class ATempClass { }");
|
|
/// }
|
|
/// AssetDatabase.Refresh();
|
|
/// yield return new RecompileScripts();
|
|
/// }
|
|
/// </code>
|
|
/// </example>
|
|
/// </summary>
|
|
public RecompileScripts() : this(true)
|
|
{
|
|
}
|
|
/// <summary>
|
|
/// Creates a new instance of the `RecompileScripts` yield instruction.
|
|
/// </summary>
|
|
/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is true, then it throws an exception.</param>
|
|
public RecompileScripts(bool expectScriptCompilation) : this(expectScriptCompilation, true)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the `RecompileScripts` yield instruction.
|
|
/// </summary>
|
|
/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is `true`, then it throws an exception.</param>
|
|
/// <param name="expectScriptCompilationSuccess">This parameter indicates if you expect a script compilation to succeed. If not succeeded then an exception will be thrown.</param>
|
|
public RecompileScripts(bool expectScriptCompilation, bool expectScriptCompilationSuccess)
|
|
{
|
|
ExpectScriptCompilation = expectScriptCompilation;
|
|
ExpectScriptCompilationSuccess = expectScriptCompilationSuccess;
|
|
ExpectDomainReload = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the instruction expects a domain reload to occur.
|
|
/// </summary>
|
|
public bool ExpectDomainReload { get; private set; }
|
|
/// <summary>
|
|
/// Returns true if the instruction expects the Unity Editor to be in **Play Mode**.
|
|
/// </summary>
|
|
public bool ExpectedPlaymodeState { get; }
|
|
/// <summary>
|
|
/// Indicates whether a script compilation is expected.
|
|
/// </summary>
|
|
public bool ExpectScriptCompilation { get; private set; }
|
|
/// <summary>
|
|
/// Indicates whether the expected script compilation is expected to succeed.
|
|
/// </summary>
|
|
public bool ExpectScriptCompilationSuccess { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The current active instance of the RecompileScripts yield instruction.
|
|
/// </summary>
|
|
public static RecompileScripts Current { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Perform the multi step instruction of triggering a recompilation of scripts and waiting for its completion.
|
|
/// </summary>
|
|
/// <returns>An IEnumerator with the async steps.</returns>
|
|
/// <exception cref="Exception">Throws an exception if the editor does not need to recompile scripts or if the script compilation failed when expected to succeed.</exception>
|
|
public IEnumerator Perform()
|
|
{
|
|
Current = this;
|
|
|
|
// We need to yield, to give the test runner a chance to prepare for the domain reload
|
|
// If the script compilation happens very fast, then EditModeRunner.MoveNextAndUpdateYieldObject will not have a chance to set m_CurrentYieldObject
|
|
// This really should be fixed in EditModeRunner.MoveNextAndUpdateYieldObject
|
|
yield return null;
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
if (ExpectScriptCompilation && !EditorApplication.isCompiling)
|
|
{
|
|
Current = null;
|
|
throw new Exception("Editor does not need to recompile scripts");
|
|
}
|
|
|
|
EditorApplication.UnlockReloadAssemblies();
|
|
|
|
while (EditorApplication.isCompiling)
|
|
{
|
|
yield return null;
|
|
}
|
|
|
|
Current = null;
|
|
|
|
if (ExpectScriptCompilationSuccess && EditorUtility.scriptCompilationFailed)
|
|
{
|
|
EditorApplication.LockReloadAssemblies();
|
|
throw new Exception("Script compilation failed");
|
|
}
|
|
}
|
|
}
|
|
}
|