jump-game/Jump Game/Library/PackageCache/com.unity.test-framework@1.0.13/UnityEditor.TestRunner/TestLaunchers/EditModeLauncher.cs
2020-01-29 10:05:38 +02:00

142 lines
4.7 KiB
C#

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