Firstborn/Library/PackageCache/com.unity.ugui@1.0.0/Tests/Runtime/Canvas/RectTransformValidAfterEnab...

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2023-03-28 13:24:16 -04:00
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEditor;
[TestFixture]
public class RectTransformValidAfterEnable : IPrebuildSetup
{
const string kSceneName = "DisabledCanvasScene";
const string kGameObjectName = "DisabledCanvas";
public void Setup()
{
#if UNITY_EDITOR
Action codeToExecute = delegate()
{
var canvasGameObject = new GameObject(kGameObjectName, typeof(Canvas));
canvasGameObject.SetActive(false);
canvasGameObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
canvasGameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(0, 0);
canvasGameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
CanvasScaler canvasScaler = canvasGameObject.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2(1024, 768);
};
CreateSceneUtility.CreateScene(kSceneName, codeToExecute);
#endif
}
[UnityTest]
public IEnumerator CheckRectTransformValidAfterEnable()
{
AsyncOperation operation = SceneManager.LoadSceneAsync(kSceneName, LoadSceneMode.Additive);
yield return operation;
Scene scene = SceneManager.GetSceneByName(kSceneName);
GameObject[] gameObjects = scene.GetRootGameObjects();
GameObject canvasGameObject = null;
foreach (GameObject gameObject in gameObjects)
{
if (gameObject.name == kGameObjectName)
{
canvasGameObject = gameObject;
break;
}
}
Assert.IsNotNull(canvasGameObject);
RectTransform rectTransform = canvasGameObject.GetComponent<RectTransform>();
canvasGameObject.SetActive(true);
yield return new WaitForEndOfFrame();
Rect rect = rectTransform.rect;
Assert.Greater(rect.width, 0);
Assert.Greater(rect.height, 0);
operation = SceneManager.UnloadSceneAsync(kSceneName);
yield return operation;
}
[TearDown]
public void TearDown()
{
//Manually add Assets/ and .unity as CreateSceneUtility does that for you.
#if UNITY_EDITOR
AssetDatabase.DeleteAsset("Assets/" + kSceneName + ".unity");
#endif
}
}