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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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using UnityEngine.UI;
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[TestFixture]
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[Category("RegressionTest")]
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[Description("Case 723062")]
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public class SiblingOrderChangesLayout
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{
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GameObject m_CanvasGO;
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GameObject m_ParentGO;
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GameObject m_Child1GO;
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GameObject m_Child2GO;
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[SetUp]
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public void TestSetup()
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{
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m_CanvasGO = new GameObject("Canvas", typeof(Canvas));
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m_ParentGO = new GameObject("ParentRenderer");
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m_Child1GO = CreateTextObject("ChildRenderer1");
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m_Child2GO = CreateTextObject("ChildRenderer2");
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.ExecuteMenuItem("Window/General/Game");
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#endif
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}
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[UnityTest]
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public IEnumerator ReorderingSiblingChangesLayout()
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{
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m_ParentGO.transform.SetParent(m_CanvasGO.transform);
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m_Child1GO.transform.SetParent(m_ParentGO.transform);
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m_Child2GO.transform.SetParent(m_ParentGO.transform);
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m_ParentGO.AddComponent<CanvasRenderer>();
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m_ParentGO.AddComponent<RectTransform>();
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m_ParentGO.AddComponent<VerticalLayoutGroup>();
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m_ParentGO.AddComponent<ContentSizeFitter>();
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yield return new WaitForEndOfFrame();
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Vector2 child1Pos = m_Child1GO.GetComponent<RectTransform>().anchoredPosition;
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Vector2 child2Pos = m_Child2GO.GetComponent<RectTransform>().anchoredPosition;
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Assert.That(child1Pos, Is.Not.EqualTo(child2Pos));
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Assert.That(m_Child1GO.GetComponent<CanvasRenderer>().hasMoved, Is.False, "CanvasRenderer.hasMoved should be false");
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m_Child2GO.transform.SetAsFirstSibling();
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Canvas.ForceUpdateCanvases();
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Assert.That(m_Child1GO.GetComponent<CanvasRenderer>().hasMoved, Is.True, "CanvasRenderer.hasMoved should be true");
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Vector2 newChild1Pos = m_Child1GO.GetComponent<RectTransform>().anchoredPosition;
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Vector2 newChild2Pos = m_Child2GO.GetComponent<RectTransform>().anchoredPosition;
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Assert.That(newChild1Pos, Is.EqualTo(child2Pos), "Child1 should have moved to Child2's position");
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Assert.That(newChild2Pos, Is.EqualTo(child1Pos), "Child2 should have moved to Child1's position");
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CanvasGO);
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}
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// Factory method for creating UI text objects taken from the original bug repro scene:
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private GameObject CreateTextObject(string name)
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{
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GameObject outputTextGameObject = new GameObject("OutputContent", typeof(CanvasRenderer));
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RectTransform outputTextTransform = outputTextGameObject.AddComponent<RectTransform>();
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outputTextTransform.pivot = new Vector2(0.5f, 0);
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outputTextTransform.anchorMin = Vector2.zero;
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outputTextTransform.anchorMax = new Vector2(1, 0);
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outputTextTransform.anchoredPosition = Vector2.zero;
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outputTextTransform.sizeDelta = Vector2.zero;
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Text outputText = outputTextGameObject.AddComponent<Text>();
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outputText.text = "Hello World!";
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outputTextGameObject.name = name;
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return outputTextGameObject;
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}
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}
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