VR4Medical/ICI/Library/PackageCache/com.unity.learn.iet-framework@4bd5247958fc/Tests/Editor/RequiredSelectionCriterionTests.cs
2025-07-29 13:45:50 +03:00

114 lines
3.4 KiB
C#

using NUnit.Framework;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityObject = UnityEngine.Object;
namespace Unity.Tutorials.Core.Editor.Tests
{
class RequiredSelectionCriterionTests : CriterionTestBase<RequiredSelectionCriterion>
{
GameObject m_ReferencedObject;
ObjectReference m_ObjectReference;
[SetUp]
public void OpenSceneAndSetUpCriterion()
{
EditorSceneManager.OpenScene(GetTestAssetPath("EmptyTestScene.unity"));
m_ReferencedObject = new GameObject();
m_ObjectReference = new ObjectReference();
m_ObjectReference.SceneObjectReference.Update(m_ReferencedObject);
m_Criterion.SetObjectReferences(new[] { m_ObjectReference });
}
// TODO Pretty much all of these tets crash 2019.1
#if !UNITY_2019_1_OR_NEWER
[Test]
public void WhenObjectReferencesIsEmpty_IsCompleted()
{
Selection.objects = Enumerable.Empty<UnityEngine.Object>().ToArray();
m_Criterion.SetObjectReferences(Enumerable.Empty<ObjectReference>());
Assert.IsTrue(m_Criterion.completed);
}
[UnityTest]
public IEnumerator WhenSelectionIsEmpty_IsNotCompleted()
{
Selection.objects = new UnityObject[0];
yield return null;
Assert.IsFalse(m_Criterion.completed);
}
[UnityTest]
public IEnumerator WhenReferencedObjectIsSelected_IsCompleted()
{
Selection.objects = new UnityObject[] { m_ReferencedObject };
yield return null;
Assert.IsTrue(m_Criterion.completed);
}
[UnityTest]
public IEnumerator WhenReferencedObjectWasPreviouslySelected_IsNotCompleted()
{
Selection.objects = new UnityObject[] { m_ReferencedObject };
yield return null;
Selection.objects = new UnityObject[0];
yield return null;
Assert.IsFalse(m_Criterion.completed);
}
[UnityTest]
public IEnumerator WhenSelectedObjectIsNotReferencedObject_IsNotCompleted()
{
var gameObject = new GameObject();
Selection.objects = new UnityObject[] { gameObject };
yield return null;
Assert.IsFalse(m_Criterion.completed);
}
[UnityTest]
public IEnumerator WhenReferencedObjectIsAlreadySelected_IsCompleted()
{
m_Criterion.StopTesting();
Selection.objects = new UnityObject[] { m_ReferencedObject };
yield return null;
m_Criterion.StartTesting();
Assert.IsTrue(m_Criterion.completed);
}
[UnityTest]
public IEnumerator AutoComplete_WhenReferencedObjectIsNull_ReturnsFalseAndIsNotCompleted()
{
var nullObjectReference = new ObjectReference();
nullObjectReference.sceneObjectReference.Update(null);
m_Criterion.SetObjectReferences(new[] { nullObjectReference });
Assert.IsFalse(m_Criterion.AutoComplete());
yield return null;
Assert.IsFalse(m_Criterion.completed);
}
[UnityTest]
public IEnumerator AutoComplete_WhenReferencedObjectIsGameObject_ReturnsTrueAndIsCompleted()
{
Assert.IsTrue(m_Criterion.AutoComplete());
yield return null;
Assert.IsTrue(m_Criterion.completed);
}
#endif
}
}