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