Initial Commit
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using System;
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using System.Collections;
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using UnityEditor;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// Implements <see cref="IEditModeTestYieldInstruction"/>. Creates a yield instruction to enter Play Mode.
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/// </summary>
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public class EnterPlayMode : IEditModeTestYieldInstruction
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{
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/// <summary>
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/// Returns true if the instruction expects a domain reload to occur.
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/// </summary>
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public bool ExpectDomainReload { get; }
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/// <summary>
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/// Returns true if the instruction expects the Unity Editor to be in **Play Mode**.
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/// </summary>
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public bool ExpectedPlaymodeState { get; private set; }
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/// <summary>
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/// When creating an Editor test that uses the UnityTest attribute, use this to trigger the Editor to enter Play Mode.
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/// Throws an exception if the Editor is already in Play Mode or if there is a script compilation error.
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/// </summary>
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/// <param name="expectDomainReload">A flag indication whether to expect a domain reload.</param>
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public EnterPlayMode(bool expectDomainReload = true)
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{
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ExpectDomainReload = expectDomainReload;
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}
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/// <summary>
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/// Performs the multi-step instructions of entering PlayMode.
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/// </summary>
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/// <returns>An IEnumerator with the async steps.</returns>
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/// <exception cref="Exception">An exception is thrown if the editor is already in PlayMode or if script compilation failed.</exception>
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public IEnumerator Perform()
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{
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if (EditorApplication.isPlaying)
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{
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throw new Exception("Editor is already in PlayMode");
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}
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if (EditorUtility.scriptCompilationFailed)
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{
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throw new Exception("Script compilation failed");
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}
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yield return null;
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ExpectedPlaymodeState = true;
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EditorApplication.UnlockReloadAssemblies();
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EditorApplication.isPlaying = true;
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while (!EditorApplication.isPlaying)
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{
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yield return null;
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 9bd5a110ed89025499ddee8c7e73778e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System;
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using System.Collections;
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using UnityEditor;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// Implements <see cref="IEditModeTestYieldInstruction"/>. A new instance of the class is a yield instruction to exit Play Mode.
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/// </summary>
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public class ExitPlayMode : IEditModeTestYieldInstruction
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{
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/// <summary>
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/// Gets the value of ExpectDomainReload
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/// </summary>
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public bool ExpectDomainReload { get; }
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/// <summary>
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/// Gets the value of ExpectedPlaymodeState
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/// </summary>
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public bool ExpectedPlaymodeState { get; private set; }
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/// <summary>
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/// Sets ExpectDomainReload and ExpectedPlaymodeState to false.
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/// </summary>
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public ExitPlayMode()
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{
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ExpectDomainReload = false;
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ExpectedPlaymodeState = false;
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}
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/// <summary>
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/// Performs the multi-step instruction of exiting PlayMode.
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/// </summary>
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/// <returns>An IEnumerator with the async steps.</returns>
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/// <exception cref="Exception">An exception is thrown if the editor is not in PlayMode.</exception>
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public IEnumerator Perform()
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{
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if (!EditorApplication.isPlayingOrWillChangePlaymode)
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{
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throw new Exception("Editor is already in EditMode");
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}
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EditorApplication.isPlaying = false;
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while (EditorApplication.isPlaying)
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{
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yield return null;
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 408674d91d506a54aac9a7f07951c018
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System;
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using System.Collections;
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using UnityEditor;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// `RecompileScripts` is an <see cref="IEditModeTestYieldInstruction"/> that you can yield in Edit Mode tests. It lets you trigger a recompilation of scripts in the Unity Editor.
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/// </summary>
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public class RecompileScripts : IEditModeTestYieldInstruction
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{
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// <example>
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/// <code>
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/// [UnitySetUp]
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/// public IEnumerator SetUp()
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/// {
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/// using (var file = File.CreateText("Assets/temp/myScript.cs"))
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/// {
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/// file.Write("public class ATempClass { }");
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/// }
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/// AssetDatabase.Refresh();
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/// yield return new RecompileScripts();
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/// }
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/// </code>
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/// </example>
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/// </summary>
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public RecompileScripts() : this(true)
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{
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}
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// </summary>
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/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is true, then it throws an exception.</param>
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public RecompileScripts(bool expectScriptCompilation) : this(expectScriptCompilation, true)
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{
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}
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// </summary>
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/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is `true`, then it throws an exception.</param>
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/// <param name="expectScriptCompilationSuccess">This parameter indicates if you expect a script compilation to succeed. If not succeeded then an exception will be thrown.</param>
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public RecompileScripts(bool expectScriptCompilation, bool expectScriptCompilationSuccess)
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{
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ExpectScriptCompilation = expectScriptCompilation;
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ExpectScriptCompilationSuccess = expectScriptCompilationSuccess;
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ExpectDomainReload = true;
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}
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/// <summary>
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/// Returns true if the instruction expects a domain reload to occur.
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/// </summary>
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public bool ExpectDomainReload { get; private set; }
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/// <summary>
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/// Returns true if the instruction expects the Unity Editor to be in **Play Mode**.
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/// </summary>
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public bool ExpectedPlaymodeState { get; }
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/// <summary>
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/// Indicates whether a script compilation is expected.
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/// </summary>
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public bool ExpectScriptCompilation { get; private set; }
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/// <summary>
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/// Indicates whether the expected script compilation is expected to succeed.
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/// </summary>
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public bool ExpectScriptCompilationSuccess { get; private set; }
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/// <summary>
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/// The current active instance of the RecompileScripts yield instruction.
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/// </summary>
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public static RecompileScripts Current { get; private set; }
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/// <summary>
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/// Perform the multi step instruction of triggering a recompilation of scripts and waiting for its completion.
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/// </summary>
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/// <returns>An IEnumerator with the async steps.</returns>
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/// <exception cref="Exception">Throws an exception if the editor does not need to recompile scripts or if the script compilation failed when expected to succeed.</exception>
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public IEnumerator Perform()
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{
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Current = this;
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// We need to yield, to give the test runner a chance to prepare for the domain reload
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// If the script compilation happens very fast, then EditModeRunner.MoveNextAndUpdateYieldObject will not have a chance to set m_CurrentYieldObject
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// This really should be fixed in EditModeRunner.MoveNextAndUpdateYieldObject
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yield return null;
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AssetDatabase.Refresh();
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if (ExpectScriptCompilation && !EditorApplication.isCompiling)
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{
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Current = null;
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throw new Exception("Editor does not need to recompile scripts");
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}
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EditorApplication.UnlockReloadAssemblies();
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while (EditorApplication.isCompiling)
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{
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yield return null;
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}
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Current = null;
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if (ExpectScriptCompilationSuccess && EditorUtility.scriptCompilationFailed)
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{
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EditorApplication.LockReloadAssemblies();
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throw new Exception("Script compilation failed");
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 9202fbba95ea8294cb5e718f028f21b0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,63 @@
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using System;
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using System.Collections;
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using UnityEditor;
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using UnityEditorInternal;
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namespace UnityEngine.TestTools
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{
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/// <summary>
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/// WaitForDomainReload is an <see cref="IEditModeTestYieldInstruction"/> that you can yield in Edit Mode tests. It delays the execution of scripts until after an incoming domain reload. If the domain reload results in a script compilation failure, then it throws an exception.
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/// </summary>
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public class WaitForDomainReload : IEditModeTestYieldInstruction
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{
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/// <summary>
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/// Create a new instance of the `WaitForDomainReload` yield instruction.
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/// <example>
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/// <code>
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/// [UnitySetUp]
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/// public IEnumerator SetUp()
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/// {
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/// File.Copy("Resources/MyDll.dll", @"Assets/MyDll.dll", true); // Trigger a domain reload.
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/// AssetDatabase.Refresh();
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/// yield return new WaitForDomainReload();
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/// }
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/// </code>
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/// </example>
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/// </summary>
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public WaitForDomainReload()
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{
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ExpectDomainReload = true;
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}
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/// <summary>
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/// Returns true if the instruction expects a domain reload to occur.
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/// </summary>
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public bool ExpectDomainReload { get; }
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/// <summary>
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/// Returns true if the instruction expects the Unity Editor to be in **Play Mode**.
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/// </summary>
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public bool ExpectedPlaymodeState { get; }
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/// <summary>
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/// Perform the multi step action of waiting for a domain reload.
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/// </summary>
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/// <returns>An IEnumerator with steps.</returns>
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/// <exception cref="Exception">Throws an exception if script compilation failed or if the expected domain reload did not occur.</exception>
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public IEnumerator Perform()
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{
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EditorApplication.UnlockReloadAssemblies();
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while (InternalEditorUtility.IsScriptReloadRequested() || EditorApplication.isCompiling)
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{
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yield return null;
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}
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// Add this point the domain reload should have occured and stopped any further progress on the instruction.
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EditorApplication.LockReloadAssemblies();
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throw new Exception(
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EditorUtility.scriptCompilationFailed ?
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"Script compilation failed" :
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"Expected domain reload, but it did not occur");
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5df3c21c5237c994db89660fbdfee07d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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