Initial Commit
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using System.Collections;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.IO;
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using UnityEditor;
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using System.Collections.Generic;
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public class DropdownTests : IPrebuildSetup
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{
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GameObject m_PrefabRoot;
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GameObject m_CameraGO;
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const string kPrefabPath = "Assets/Resources/DropdownPrefab.prefab";
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public void Setup()
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{
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#if UNITY_EDITOR
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var rootGO = new GameObject("rootGo");
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var canvasGO = new GameObject("Canvas", typeof(Canvas));
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var canvas = canvasGO.GetComponent<Canvas>();
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canvas.renderMode = RenderMode.WorldSpace;
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canvasGO.transform.SetParent(rootGO.transform);
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var dropdownGO = new GameObject("Dropdown", typeof(RectTransform), typeof(Dropdown));
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var dropdownTransform = dropdownGO.GetComponent<RectTransform>();
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dropdownTransform.SetParent(canvas.transform);
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dropdownTransform.anchoredPosition = Vector2.zero;
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var dropdown = dropdownGO.GetComponent<Dropdown>();
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var templateGO = new GameObject("Template", typeof(RectTransform));
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templateGO.SetActive(false);
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var templateTransform = templateGO.GetComponent<RectTransform>();
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templateTransform.SetParent(dropdownTransform);
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var itemGo = new GameObject("Item", typeof(RectTransform), typeof(Toggle));
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itemGo.transform.SetParent(templateTransform);
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dropdown.template = templateTransform;
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if (!Directory.Exists("Assets/Resources/"))
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Directory.CreateDirectory("Assets/Resources/");
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PrefabUtility.SaveAsPrefabAsset(rootGO, kPrefabPath);
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GameObject.DestroyImmediate(rootGO);
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#endif
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}
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[SetUp]
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public void TestSetup()
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{
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m_PrefabRoot = Object.Instantiate(Resources.Load("DropdownPrefab")) as GameObject;
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m_CameraGO = new GameObject("Camera", typeof(Camera));
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#if UNITY_EDITOR
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// add a custom sorting layer before test. It doesn't seem to be serialized so no need to remove it after test
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SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
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SerializedProperty sortingLayers = tagManager.FindProperty("m_SortingLayers");
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sortingLayers.InsertArrayElementAtIndex(sortingLayers.arraySize);
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var arrayElement = sortingLayers.GetArrayElementAtIndex(sortingLayers.arraySize - 1);
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foreach (SerializedProperty a in arrayElement)
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{
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switch (a.name)
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{
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case "name":
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a.stringValue = "test layer";
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break;
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case "uniqueID":
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a.intValue = 314159265;
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break;
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case "locked":
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a.boolValue = false;
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break;
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}
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}
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tagManager.ApplyModifiedProperties();
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#endif
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}
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// test for case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened
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[UnityTest]
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public IEnumerator Dropdown_Canvas()
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{
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var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
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var rootCanvas = m_PrefabRoot.GetComponentInChildren<Canvas>();
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dropdown.Show();
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yield return null;
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var dropdownList = dropdown.transform.Find("Dropdown List");
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var dropdownListCanvas = dropdownList.GetComponentInChildren<Canvas>();
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Assert.AreEqual(rootCanvas.sortingLayerID, dropdownListCanvas.sortingLayerID);
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dropdown.Hide();
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yield return new WaitForSeconds(1f); // hide is not instantaneous
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rootCanvas.sortingLayerName = "test layer";
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dropdown.Show();
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yield return null;
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dropdownList = dropdown.transform.Find("Dropdown List");
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dropdownListCanvas = dropdownList.GetComponentInChildren<Canvas>();
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Assert.AreEqual(rootCanvas.sortingLayerID, dropdownListCanvas.sortingLayerID);
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}
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// test for case 935649 - open dropdown menus become unresponsive when disabled and reenabled
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[UnityTest]
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public IEnumerator Dropdown_Disable()
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{
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var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
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dropdown.Show();
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dropdown.gameObject.SetActive(false);
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yield return null;
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var dropdownList = dropdown.transform.Find("Dropdown List");
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Assert.IsNull(dropdownList);
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}
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[UnityTest]
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public IEnumerator Dropdown_ResetAndClear()
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{
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var options = new List<string> { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
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var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
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// generate a first dropdown
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dropdown.ClearOptions();
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dropdown.AddOptions(options);
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dropdown.value = 3;
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yield return null;
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// clear it and generate a new one
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dropdown.ClearOptions();
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yield return null;
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// check is the value is 0
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Assert.IsTrue(dropdown.value == 0);
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}
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[TearDown]
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public void TearDown()
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{
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Object.DestroyImmediate(m_PrefabRoot);
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GameObject.DestroyImmediate(m_CameraGO);
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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#if UNITY_EDITOR
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AssetDatabase.DeleteAsset(kPrefabPath);
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#endif
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}
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}
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