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2025-01-17 13:10:42 +01:00
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{
"displayName": "Exercise 16: Custom Attributes",
"description": "In this section we will look at some ways of implementing custom NUnit attributes, which can be used to alter test execution.",
"interactiveImport": true
}

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using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
public class MyClass
{
public bool DoSomething()
{
return true;
}
public bool DoSomethingElse()
{
// here is a regression that somebody made. It seems slow
Thread.Sleep(500);
return true;
}
}

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using NUnit.Framework;
namespace Tests_16
{
public class MyClassTests
{
[Test]
public void SomethingReturnsTrue()
{
var classUnderTest = new MyClass();
var result = classUnderTest.DoSomething();
Assert.That(result, Is.True);
}
[Test]
public void SomethingElseReturnsTrue()
{
var classUnderTest = new MyClass();
var result = classUnderTest.DoSomethingElse();
Assert.That(result, Is.True);
}
}
}

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{
"name": "Tests_16",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"MyGame_16"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
"versionDefines": []
}

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