Singularity/Library/PackageCache/com.unity.test-framework@1..../UnityEngine.TestRunner/TestRunner/Messages/IEditModeTestYieldInstructi...
2024-05-06 11:45:45 -07:00

29 lines
1.2 KiB
C#

using System.Collections;
namespace UnityEngine.TestTools
{
/// <summary>
/// In an Edit Mode test, you can use `IEditModeTestYieldInstruction` interface to implement your own instruction. There are also a couple of commonly used implementations available:
/// - [EnterPlayMore](https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/api/UnityEngine.TestTools.EnterPlayMode.html)
/// - <see cref = "ExitPlayMode"/>
/// - <see cref = "RecompileScripts"/>
/// - <see cref = "WaitForDomainReload"/>
/// </summary>
public interface IEditModeTestYieldInstruction
{
/// <summary>
/// Whether or not the instruction expects a domain reload to occur.
/// </summary>
bool ExpectDomainReload { get; }
/// <summary>
/// Whether or not the instruction expects the Unity Editor to be in **Play Mode**.
/// </summary>
bool ExpectedPlaymodeState { get; }
/// <summary>
/// Used to define multi-frame operations performed when instantiating a yield instruction.
/// </summary>
/// <returns>Enumerable collection of operations to perform.</returns>
IEnumerator Perform();
}
}