forked from BilalY/Rasagar
148 lines
6.5 KiB
C#
148 lines
6.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using NUnit.Framework.Interfaces;
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using NUnit.Framework.Internal;
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using NUnit.Framework.Internal.Builders;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// `UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test.
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/// In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop.
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/// The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html).
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/// <example>
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/// ## Edit Mode example
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/// The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run:
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/// <code>
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/// [UnityTest]
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/// public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess()
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/// {
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/// var utility = RunEditorUtilityInTheBackground();
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///
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/// while (utility.isRunning)
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/// {
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/// yield return null;
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/// }
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///
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/// Assert.IsTrue(utility.isSuccess);
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/// }
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/// </code>
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/// </example>
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/// <example>
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/// ## Play Mode example
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///
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/// In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test.
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///
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/// From a Play Mode test you can use one of Unity’s [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html):
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///
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/// - [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations.
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/// - [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests.
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///
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/// The simplest example is to yield to `WaitForFixedUpdate`:
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/// <code>
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/// [UnityTest]
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/// public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics()
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/// {
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/// var go = new GameObject();
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/// go.AddComponent<Rigidbody>();
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/// var originalPosition = go.transform.position.y;
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///
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/// yield return new WaitForFixedUpdate();
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///
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/// Assert.AreNotEqual(originalPosition, go.transform.position.y);
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/// }
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/// </code>
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/// </example>
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/// </summary>
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[AttributeUsage(AttributeTargets.Method)]
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public class UnityTestAttribute : CombiningStrategyAttribute, IImplyFixture, ISimpleTestBuilder, ITestBuilder, IApplyToTest
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{
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private const string k_MethodMarkedWithUnitytestMustReturnIenumerator = "Method marked with UnityTest must return IEnumerator.";
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/// <summary>
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/// Initializes and returns an instance of UnityTestAttribute.
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/// </summary>
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public UnityTestAttribute() : base(new UnityCombinatorialStrategy(), new ParameterDataSourceProvider()) {}
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private readonly NUnitTestCaseBuilder _builder = new NUnitTestCaseBuilder();
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/// <summary>
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/// This method builds the TestMethod from the Test and the method info. In addition it removes the expected result of the test.
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/// </summary>
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/// <param name="method">The method info.</param>
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/// <param name="suite">The test.</param>
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/// <returns>A TestMethod object</returns>
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TestMethod ISimpleTestBuilder.BuildFrom(IMethodInfo method, Test suite)
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{
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var t = CreateTestMethod(method, suite);
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AdaptToUnityTestMethod(t);
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return t;
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}
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/// <summary>
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/// This method hides the base method from CombiningStrategyAttribute.
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/// It builds a TestMethod from a Parameterized Test and the method info.
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/// In addition it removes the expected result of the test.
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/// </summary>
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/// <param name="method">The method info.</param>
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/// <param name="suite">The test.</param>
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/// <returns>A TestMethod object</returns>
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IEnumerable<TestMethod> ITestBuilder.BuildFrom(IMethodInfo method, Test suite)
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{
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var testMethods = base.BuildFrom(method, suite);
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foreach (var t in testMethods)
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{
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AdaptToUnityTestMethod(t);
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}
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return testMethods;
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}
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private TestMethod CreateTestMethod(IMethodInfo method, Test suite)
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{
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TestCaseParameters parms = new TestCaseParameters
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{
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ExpectedResult = new object(),
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HasExpectedResult = true
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};
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var t = _builder.BuildTestMethod(method, suite, parms);
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return t;
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}
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private static void AdaptToUnityTestMethod(TestMethod t)
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{
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if (t.parms != null)
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{
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t.parms.HasExpectedResult = false;
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}
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}
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private static bool IsMethodReturnTypeIEnumerator(IMethodInfo method)
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{
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return !method.ReturnType.IsType(typeof(IEnumerator));
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}
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/// <summary>
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/// This method hides the base method ApplyToTest from CombiningStrategyAttribute.
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/// In addition it ensures that the test with the `UnityTestAttribute` has an IEnumerator as return type.
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/// </summary>
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/// <param name="test">The test.</param>
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public new void ApplyToTest(Test test)
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{
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if (IsMethodReturnTypeIEnumerator(test.Method))
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{
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test.RunState = RunState.NotRunnable;
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test.Properties.Set(PropertyNames.SkipReason, k_MethodMarkedWithUnitytestMustReturnIenumerator);
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}
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base.ApplyToTest(test);
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}
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}
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}
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