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using System ;
namespace UnityEngine.TestTools
{
/// <summary>
/// PrebuildSetup attribute run if the test or test class is in the current test run. The test is included either by running all tests or setting a filter that includes the test. If multiple tests reference the same pre-built setup or post-build cleanup, then it only runs once.
/// </summary>
[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)]
public class PrebuildSetupAttribute : Attribute
{
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/// <summary>
/// Initializes and returns an instance of PrebuildSetupAttribute by type.
/// </summary>
/// <param name="targetClass">The type of the target class.</param>
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public PrebuildSetupAttribute ( Type targetClass )
{
TargetClass = targetClass ;
}
/// <summary>
///
/// </summary>
/// <param name="targetClassName"></param>
/// <example>
/// <code>
/// [TestFixture]
/// public class CreateSpriteTest : IPrebuildSetup
/// {
/// Texture2D m_Texture;
/// Sprite m_Sprite;
///
/// public void Setup()
/// {
///
/// #if UNITY_EDITOR
///
/// var spritePath = "Assets/Resources/Circle.png";
/// var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
/// ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
/// ti.SaveAndReimport();
///
/// #endif
/// }
///
/// [SetUp]
/// public void SetUpTest()
/// {
/// m_Texture = Resources.Load<Texture2D>("Circle");
/// }
///
/// [Test]
/// public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
/// {
///
/// // Check with Valid Texture.
/// LogAssert.Expect(LogType.Log, "Circle Sprite Created");
/// Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
/// Debug.Log("Circle Sprite Created");
///
/// // Check with NULL Texture. Should return NULL Sprite.
/// m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.heig`t), new Vector2(0.5f, 0.5f));
/// Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
/// }
/// }
/// </code>
/// Tip: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
/// </example>
public PrebuildSetupAttribute ( string targetClassName )
{
TargetClass = AttributeHelper . GetTargetClassFromName ( targetClassName , typeof ( IPrebuildSetup ) ) ;
}
internal Type TargetClass { get ; private set ; }
}
}