PO/Library/PackageCache/com.unity.ugui@1.0.0/Tests/Runtime/Canvas/NoActiveCameraInSceneDoesNo...

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using System;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.Profiling;
using UnityEngine.SceneManagement;
using UnityEditor;
[TestFixture]
[UnityPlatform(include = new RuntimePlatform[] { RuntimePlatform.OSXEditor, RuntimePlatform.LinuxEditor, RuntimePlatform.WindowsEditor })]
[Category("RegressionTest")]
[Description("CoveredBugID = 883807, CoveredBugDescription = \"Object::GetInstanceID crash when trying to switch canvas\"")]
public class NoActiveCameraInSceneDoesNotCrashEditor : IPrebuildSetup
{
Scene m_InitScene;
const string k_SceneName = "NoActiveCameraInSceneDoesNotCrashEditorScene";
public void Setup()
{
#if UNITY_EDITOR
Action codeToExecute = delegate()
{
UnityEditor.EditorApplication.ExecuteMenuItem("GameObject/UI/Button");
};
CreateSceneUtility.CreateScene(k_SceneName, codeToExecute);
#endif
}
[SetUp]
public void TestSetup()
{
m_InitScene = SceneManager.GetActiveScene();
}
[UnityTest]
public IEnumerator EditorShouldNotCrashWithoutActiveCamera()
{
AsyncOperation operationResult = SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return operationResult;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
Profiler.enabled = true;
Camera.main.gameObject.SetActive(false);
yield return new WaitForSeconds(0.1f);
Assert.That(Profiler.enabled, Is.True, "Expected the profiler to be enabled. Unable to test if the profiler will crash the editor if it is not enabled.");
}
[TearDown]
public void TearDown()
{
SceneManager.SetActiveScene(m_InitScene);
SceneManager.UnloadSceneAsync(k_SceneName);
#if UNITY_EDITOR
AssetDatabase.DeleteAsset("Assets/" + k_SceneName + ".unity");
#endif
}
}