Initial Commit
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEngine.UI;
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public class ScrollBarTests : IPrebuildSetup
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{
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GameObject m_PrefabRoot;
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const string kPrefabPath = "Assets/Resources/ScrollBarPrefab.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(RectTransform), typeof(Canvas));
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canvasGO.transform.SetParent(rootGO.transform);
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var scrollBarGo = new GameObject("ScrollBar", typeof(Scrollbar));
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scrollBarGo.transform.SetParent(canvasGO.transform);
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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 = UnityEngine.Object.Instantiate(Resources.Load("ScrollBarPrefab")) as GameObject;
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}
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[Test]
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public void ScrollBarSetValueWithoutNotifyWillNotNotify()
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{
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Scrollbar s = m_PrefabRoot.GetComponentInChildren<Scrollbar>();
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s.value = 0;
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bool calledOnValueChanged = false;
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s.onValueChanged.AddListener(b => { calledOnValueChanged = true; });
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s.SetValueWithoutNotify(1);
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Assert.IsTrue(s.value == 1);
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Assert.IsFalse(calledOnValueChanged);
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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_PrefabRoot);
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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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