142 lines
4.7 KiB
C#
142 lines
4.7 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework.Interfaces;
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using UnityEditor.SceneManagement;
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using UnityEditor.TestTools.TestRunner.Api;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.TestTools;
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using UnityEngine.TestTools.TestRunner;
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using UnityEngine.TestTools.TestRunner.GUI;
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namespace UnityEditor.TestTools.TestRunner
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{
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internal class EditModeLauncher : TestLauncherBase
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{
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public static bool IsRunning;
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private readonly EditModeRunner m_EditModeRunner;
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public EditModeLauncher(TestRunnerFilter filter, TestPlatform platform)
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{
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m_EditModeRunner = ScriptableObject.CreateInstance<EditModeRunner>();
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m_EditModeRunner.UnityTestAssemblyRunnerFactory = new UnityTestAssemblyRunnerFactory();
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m_EditModeRunner.Init(filter, platform);
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}
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public override void Run()
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{
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// Give user chance to save the changes to their currently open scene because we close it and load our own
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var cancelled = !EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
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if (cancelled)
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return;
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IsRunning = true;
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var exceptionThrown = ExecutePreBuildSetupMethods(m_EditModeRunner.GetLoadedTests(), m_EditModeRunner.GetFilter());
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if (exceptionThrown)
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{
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CallbacksDelegator.instance.RunFailed("Run Failed: One or more errors in a prebuild setup. See the editor log for details.");
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return;
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}
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var undoGroup = Undo.GetCurrentGroup();
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SceneSetup[] previousSceneSetup;
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if (!OpenNewScene(out previousSceneSetup))
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return;
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var callback = AddEventHandler<EditModeRunnerCallback>();
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callback.previousSceneSetup = previousSceneSetup;
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callback.undoGroup = undoGroup;
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callback.runner = m_EditModeRunner;
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AddEventHandler<CallbacksDelegatorListener>();
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m_EditModeRunner.Run();
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AddEventHandler<BackgroundListener>();
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}
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private static bool OpenNewScene(out SceneSetup[] previousSceneSetup)
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{
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previousSceneSetup = null;
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var sceneCount = SceneManager.sceneCount;
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var scene = SceneManager.GetSceneAt(0);
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var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
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if (sceneCount == 1 && isSceneNotPersisted)
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{
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EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
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return true;
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}
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RemoveUntitledScenes();
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// In case the user chose not to save the dirty scenes we reload them
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ReloadUnsavedDirtyScene();
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previousSceneSetup = EditorSceneManager.GetSceneManagerSetup();
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scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
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SceneManager.SetActiveScene(scene);
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return true;
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}
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private static void ReloadUnsavedDirtyScene()
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{
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for (var i = 0; i < SceneManager.sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
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var isSceneDirty = scene.isDirty;
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if (isSceneNotPersisted && isSceneDirty)
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{
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EditorSceneManager.ReloadScene(scene);
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}
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}
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}
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private static void RemoveUntitledScenes()
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{
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int sceneCount = SceneManager.sceneCount;
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var scenesToClose = new List<Scene>();
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for (var i = 0; i < sceneCount; i++)
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{
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var scene = SceneManager.GetSceneAt(i);
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var isSceneNotPersisted = string.IsNullOrEmpty(scene.path);
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if (isSceneNotPersisted)
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{
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scenesToClose.Add(scene);
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}
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}
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foreach (Scene scene in scenesToClose)
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{
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EditorSceneManager.CloseScene(scene, true);
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}
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}
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public class BackgroundListener : ScriptableObject, ITestRunnerListener
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{
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public void RunStarted(ITest testsToRun)
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{
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}
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public void RunFinished(ITestResult testResults)
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{
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IsRunning = false;
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}
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public void TestStarted(ITest test)
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{
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}
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public void TestFinished(ITestResult result)
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{
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}
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}
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public T AddEventHandler<T>() where T : ScriptableObject, ITestRunnerListener
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{
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return m_EditModeRunner.AddEventHandler<T>();
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}
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}
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}
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