150 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			6.6 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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| 
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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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|     /// </summary>
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|     /// <example>
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|     /// <para>
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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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|     /// </para>
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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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|     /// <para>
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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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|     /// </para>
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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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|     [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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| 
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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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| 
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|         private readonly NUnitTestCaseBuilder _builder = new NUnitTestCaseBuilder();
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| 
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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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| 
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|             AdaptToUnityTestMethod(t);
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| 
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|             return t;
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|         }
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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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| 
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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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| 
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|             return testMethods;
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|         }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             base.ApplyToTest(test);
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|         }
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|     }
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| }
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