forked from BilalY/Rasagar
50 lines
2.3 KiB
C#
50 lines
2.3 KiB
C#
using System;
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using System.Linq;
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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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namespace UnityEditor.TestTools
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{
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/// <summary>
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/// The `RequirePlatformSupportAttribute` attribute can be applied to test assemblies (will affect every test in the assembly), fixtures (will
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/// affect every test in the fixture), or to individual test methods.
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/// </summary>
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[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)]
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public class RequirePlatformSupportAttribute : NUnitAttribute, IApplyToTest
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{
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/// <summary>
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/// Initializes and returns an instance of RequirePlatformSupportAttribute.
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/// </summary>
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/// <param name="platforms">The <see cref="BuildTarget"/> platform to run the test on.</param>
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public RequirePlatformSupportAttribute(params BuildTarget[] platforms)
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{
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this.platforms = platforms;
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}
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/// <summary>
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/// The build target platform, see [BuildTarget](https://docs.unity3d.com/ScriptReference/BuildTarget.html).
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/// </summary>
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/// <returns>The <see cref="BuildTarget"/> platform to run the test on.</returns>
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public BuildTarget[] platforms { get; private set; }
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/// <summary>
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/// Modifies a test as defined for the specific attribute.
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/// </summary>
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/// <param name="test">The test to modify</param>
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void IApplyToTest.ApplyToTest(Test test)
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{
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test.Properties.Add(PropertyNames.Category, string.Format("RequirePlatformSupport({0})", string.Join(", ", platforms.Select(p => p.ToString()).OrderBy(p => p).ToArray())));
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if (!platforms.All(p => BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p)))
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{
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var missingPlatforms = platforms.Where(p => !BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p)).Select(p => p.ToString()).ToArray();
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string skipReason = "Test cannot be run as it requires support for the following platforms to be installed: " + string.Join(", ", missingPlatforms);
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test.RunState = RunState.Skipped;
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test.Properties.Add(PropertyNames.SkipReason, skipReason);
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}
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}
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}
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}
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