7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
77 lines
3.7 KiB
C#
77 lines
3.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.AddressableAssets.DynamicResourceLocators;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.TestTools;
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using Assert = NUnit.Framework.Assert;
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using UnityEngine.AddressableAssets;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.AddressableAssets.Settings;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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#endif
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namespace Addressables.SamplesTests
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{
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public abstract class SamplesTests : AddressablesTestFixture
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{
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string m_AssetReferenceObjectKey = nameof(m_AssetReferenceObjectKey);
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#if UNITY_EDITOR
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internal override void Setup(AddressableAssetSettings settings, string tempAssetFolder)
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{
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AddressableAssetGroup assetReference = settings.CreateGroup("assetReferenceSamplesGroup", false, false, true,
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new List<AddressableAssetGroupSchema>(), typeof(BundledAssetGroupSchema));
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GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube);
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AssetReferenceTestBehavior behavior = go.AddComponent<AssetReferenceTestBehavior>();
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string hasBehaviorPath = tempAssetFolder + "/AssetReferenceBehavior.prefab";
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string referencePath = tempAssetFolder + "/reference.prefab";
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string guid = CreatePrefab(referencePath);
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behavior.Reference = settings.CreateAssetReference(guid);
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behavior.AssetReferenceAddress = referencePath.Replace("\\", "/");
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PrefabUtility.SaveAsPrefabAsset(go, hasBehaviorPath);
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settings.CreateOrMoveEntry(AssetDatabase.AssetPathToGUID(hasBehaviorPath), assetReference, false, false).address = m_AssetReferenceObjectKey;
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}
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#endif
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[UnityTest]
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public IEnumerator Samples_GetAddressFromAssetReference_ReturnsCorrectAddress()
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{
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var savedImpl = UnityEngine.AddressableAssets.Addressables.m_AddressablesInstance;
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UnityEngine.AddressableAssets.Addressables.m_AddressablesInstance = m_Addressables;
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AsyncOperationHandle assetReferenceHandle = m_Addressables.InstantiateAsync(m_AssetReferenceObjectKey);
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yield return assetReferenceHandle;
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Assert.IsNotNull(assetReferenceHandle.Result as GameObject);
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AssetReferenceTestBehavior behavior =
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(assetReferenceHandle.Result as GameObject).GetComponent<AssetReferenceTestBehavior>();
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string returnedAddress = AddressablesUtility.GetAddressFromAssetReference(behavior.Reference);
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Assert.AreEqual(behavior.AssetReferenceAddress, returnedAddress);
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m_Addressables.Release(assetReferenceHandle);
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UnityEngine.AddressableAssets.Addressables.m_AddressablesInstance = savedImpl;
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}
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}
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#if UNITY_EDITOR
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class SamplesTests_FastMode : SamplesTests { protected override TestBuildScriptMode BuildScriptMode { get { return TestBuildScriptMode.Fast; } } }
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class SamplesTests_VirtualMode : SamplesTests { protected override TestBuildScriptMode BuildScriptMode { get { return TestBuildScriptMode.Virtual; } } }
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class SamplesTests_PackedPlaymodeMode : SamplesTests { protected override TestBuildScriptMode BuildScriptMode { get { return TestBuildScriptMode.PackedPlaymode; } } }
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#endif
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//Unable to run tests in standalone given how upm-ci handles Samples. May be possible with a different test setup than currently available.
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//[UnityPlatform(exclude = new[] { RuntimePlatform.WindowsEditor, RuntimePlatform.OSXEditor, RuntimePlatform.LinuxEditor })]
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//class SamplesTests_PackedMode : SamplesTests { protected override TestBuildScriptMode BuildScriptMode { get { return TestBuildScriptMode.Packed; } } }
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}
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