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2025-01-17 13:10:42 +01:00
commit 4536213c91
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{
"displayName": "Exercise 10: Long Running Tests",
"description": "This exercise will cover best practices and pitfalls for tests that have a long runtime, such as tests yielding back a WaitForSeconds.",
"interactiveImport": true
}

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{
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{
"displayName": "Exercise 10: Solution",
"description": "This exercise will cover best practices and pitfalls for tests that have a long runtime, such as tests yielding back a WaitForSeconds.",
"interactiveImport": true
}

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{
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace PlayModeTests_10s
{
public class SlowTests
{
[UnityTest]
[Explicit, Category("integration")]
public IEnumerator ASlowTest()
{
yield return new WaitForSeconds(5);
}
}
}

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{
"displayName": "Exercise 11: Scene Based Tests",
"description": "In this exercise, you will learn how to test content that is stored in a scene.",
"interactiveImport": true
}

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{
"name": "EditModeTests_11",
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"TestAssemblies"
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]
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.TestTools;
namespace EditModeTests_11
{
public class SceneTests
{
[Test]
public void YourTestGoesHere()
{
}
}
}

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{
"name": "EditModeTests_11s",
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using System.Collections;
using System.Collections.Generic;
using System.IO;
using NUnit.Framework;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.TestTools;
namespace EditModeTests_11s
{
public class SceneTests
{
private const string pathToScene = "Assets/MyGameScene.unity";
[SetUp]
public void Setup()
{
if (!File.Exists(pathToScene))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the pathToScene variable.");
}
EditorSceneManager.OpenScene(pathToScene);
}
[Test]
public void VerifyScene()
{
var gameObject = GameObject.Find("GameObjectToTestFor");
Assert.That(gameObject, Is.Not.Null);
}
[TearDown]
public void Teardown()
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
}
}
}

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{
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"TestAssemblies"
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using System.Collections;
using System.IO;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace PlayModeTests_12
{
public class SceneTests
{
private string originalScene;
private const string k_SceneName = "Assets/MyGameScene.unity";
[UnitySetUp]
public IEnumerator SetupBeforeTest()
{
originalScene = SceneManager.GetActiveScene().path;
if (!File.Exists(k_SceneName))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the k_SceneName variable.");
}
SceneManager.LoadScene(k_SceneName);
yield return null; // Skip a frame, allowing the scene to load.
}
[Test]
public void VerifyScene()
{
var gameObject = GameObject.Find("GameObjectToTestFor");
Assert.That(gameObject, Is.Not.Null, $"GameObjectToTestFor not found in {SceneManager.GetActiveScene().path}.");
}
[TearDown]
public void TeardownAfterTest()
{
SceneManager.LoadScene(originalScene);
}
}
}

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{
"name": "PlayModeTests_12s",
"optionalUnityReferences": [
"TestAssemblies"
]
}

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using System.Collections;
using System.Linq;
using System.IO;
using NUnit.Framework;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace PlayModeTests_12s
{
public class SceneTests : IPrebuildSetup, IPostBuildCleanup
{
private string originalScene;
private const string k_SceneName = "Assets/MyGameScene.unity";
public void Setup()
{
#if UNITY_EDITOR
if (EditorBuildSettings.scenes.Any(scene => scene.path == k_SceneName))
{
return;
}
var includedScenes = EditorBuildSettings.scenes.ToList();
includedScenes.Add(new EditorBuildSettingsScene(k_SceneName, true));
EditorBuildSettings.scenes = includedScenes.ToArray();
#endif
}
[UnitySetUp]
public IEnumerator SetupBeforeTest()
{
originalScene = SceneManager.GetActiveScene().path;
if (!File.Exists(k_SceneName))
{
Assert.Inconclusive("The path to the Scene is not correct. Set the correct path for the k_SceneName variable.");
}
SceneManager.LoadScene(k_SceneName);
yield return null; // Skip a frame, allowing the scene to load.
}
[Test]
public void VerifyScene()
{
var gameObject = GameObject.Find("GameObjectToTestFor");
Assert.That(gameObject, Is.Not.Null, $"GameObjectToTestFor not found in {SceneManager.GetActiveScene().path}.");
}
[TearDown]
public void TeardownAfterTest()
{
SceneManager.LoadScene(originalScene);
}
public void Cleanup()
{
#if UNITY_EDITOR
EditorBuildSettings.scenes = EditorBuildSettings.scenes.Where(scene => scene.path != k_SceneName).ToArray();
#endif
}
}
}

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{
"displayName": "Exercise 13: Domain Reload",
"description": "In this section, you will learn how to invoke and wait for Domain Reloads.",
"interactiveImport": true
}

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