Singularity/Library/PackageCache/com.unity.test-framework@1..../UnityEditor.TestRunner/TestRunner/Messages/EnterPlayMode.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections;
using UnityEditor;
namespace UnityEngine.TestTools
{
/// <summary>
/// Implements <see cref="IEditModeTestYieldInstruction"/>. Creates a yield instruction to enter Play Mode.
/// </summary>
public class EnterPlayMode : IEditModeTestYieldInstruction
{
/// <summary>
/// Returns true if the instruction expects a domain reload to occur.
/// </summary>
public bool ExpectDomainReload { get; }
/// <summary>
/// Returns true if the instruction expects the Unity Editor to be in **Play Mode**.
/// </summary>
public bool ExpectedPlaymodeState { get; private set; }
/// <summary>
/// When creating an Editor test that uses the UnityTest attribute, use this to trigger the Editor to enter Play Mode.
/// Throws an exception if the Editor is already in Play Mode or if there is a script compilation error.
/// </summary>
/// <param name="expectDomainReload">A flag indication whether to expect a domain reload.</param>
public EnterPlayMode(bool expectDomainReload = true)
{
ExpectDomainReload = expectDomainReload;
}
/// <summary>
/// Performs the multi-step instructions of entering PlayMode.
/// </summary>
/// <returns>An IEnumerator with the async steps.</returns>
/// <exception cref="Exception">An exception is thrown if the editor is already in PlayMode or if script compilation failed.</exception>
public IEnumerator Perform()
{
if (EditorApplication.isPlaying)
{
throw new Exception("Editor is already in PlayMode");
}
if (EditorUtility.scriptCompilationFailed)
{
throw new Exception("Script compilation failed");
}
yield return null;
ExpectedPlaymodeState = true;
EditorApplication.UnlockReloadAssemblies();
EditorApplication.isPlaying = true;
while (!EditorApplication.isPlaying)
{
yield return null;
}
}
}
}