112 lines
4.8 KiB
C#
112 lines
4.8 KiB
C#
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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/// `RecompileScripts` is an <see cref="IEditModeTestYieldInstruction"/> that you can yield in Edit Mode tests. It lets you trigger a recompilation of scripts in the Unity Editor.
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/// </summary>
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public class RecompileScripts : IEditModeTestYieldInstruction
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{
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// <example>
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/// <code>
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/// [UnitySetUp]
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/// public IEnumerator SetUp()
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/// {
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/// using (var file = File.CreateText("Assets/temp/myScript.cs"))
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/// {
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/// file.Write("public class ATempClass { }");
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/// }
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/// AssetDatabase.Refresh();
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/// yield return new RecompileScripts();
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/// }
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/// </code>
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/// </example>
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/// </summary>
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public RecompileScripts() : this(true)
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{
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}
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// </summary>
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/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is true, then it throws an exception.</param>
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public RecompileScripts(bool expectScriptCompilation) : this(expectScriptCompilation, true)
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{
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}
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/// <summary>
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/// Creates a new instance of the `RecompileScripts` yield instruction.
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/// </summary>
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/// <param name="expectScriptCompilation">This parameter indicates if you expect a script compilation to start (defaults to true). If a script compilation does not start and `expectScriptCompilation` is `true`, then it throws an exception.</param>
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/// <param name="expectScriptCompilationSuccess">This parameter indicates if you expect a script compilation to succeed. If not succeeded then an exception will be thrown.</param>
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public RecompileScripts(bool expectScriptCompilation, bool expectScriptCompilationSuccess)
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{
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ExpectScriptCompilation = expectScriptCompilation;
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ExpectScriptCompilationSuccess = expectScriptCompilationSuccess;
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ExpectDomainReload = true;
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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; private set; }
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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; }
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/// <summary>
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/// Indicates whether a script compilation is expected.
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/// </summary>
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public bool ExpectScriptCompilation { get; private set; }
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/// <summary>
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/// Indicates whether the expected script compilation is expected to succeed.
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/// </summary>
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public bool ExpectScriptCompilationSuccess { get; private set; }
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/// <summary>
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/// The current active instance of the RecompileScripts yield instruction.
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/// </summary>
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public static RecompileScripts Current { get; private set; }
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/// <summary>
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/// Perform the multi step instruction of triggering a recompilation of scripts and waiting for its completion.
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/// </summary>
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/// <returns>An IEnumerator with the async steps.</returns>
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/// <exception cref="Exception">Throws an exception if the editor does not need to recompile scripts or if the script compilation failed when expected to succeed.</exception>
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public IEnumerator Perform()
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{
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Current = this;
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// We need to yield, to give the test runner a chance to prepare for the domain reload
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// If the script compilation happens very fast, then EditModeRunner.MoveNextAndUpdateYieldObject will not have a chance to set m_CurrentYieldObject
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// This really should be fixed in EditModeRunner.MoveNextAndUpdateYieldObject
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yield return null;
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AssetDatabase.Refresh();
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if (ExpectScriptCompilation && !EditorApplication.isCompiling)
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{
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Current = null;
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throw new Exception("Editor does not need to recompile scripts");
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}
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EditorApplication.UnlockReloadAssemblies();
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while (EditorApplication.isCompiling)
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{
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yield return null;
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}
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Current = null;
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if (ExpectScriptCompilationSuccess && EditorUtility.scriptCompilationFailed)
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{
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EditorApplication.LockReloadAssemblies();
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throw new Exception("Script compilation failed");
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}
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}
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}
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}
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