From 7c1e566113d59699af1624186c64eca67f063fc6 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Mon, 20 Apr 2020 19:09:33 -0400 Subject: Upgraded Unity --- .../reference-attribute-unitytest.md | 51 ---------------------- 1 file changed, 51 deletions(-) delete mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md') diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md deleted file mode 100644 index 3fcfbf1..0000000 --- a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-attribute-unitytest.md +++ /dev/null @@ -1,51 +0,0 @@ -# UnityTest attribute - -`UnityTest` attribute is the main addition to the standard [NUnit](http://www.nunit.org/) library for the Unity Test Framework. This type of unit test allows you to skip a frame from within a test (so background tasks can finish) or give certain commands to the Unity **Editor**, such as performing a domain reload or entering **Play Mode** from an **Edit Mode** test. - -In Play Mode, the `UnityTest` attribute runs as a [coroutine](https://docs.unity3d.com/Manual/Coroutines.html). Whereas Edit Mode tests run in the [EditorApplication.update](https://docs.unity3d.com/ScriptReference/EditorApplication-update.html) callback loop. - -The `UnityTest` attribute is, in fact, an alternative to the `NUnit` [Test attribute](https://github.com/nunit/docs/wiki/Test-Attribute), which allows yielding instructions back to the framework. Once the instruction is complete, the test run continues. If you `yield return null`, you skip a frame. That might be necessary to ensure that some changes do happen on the next iteration of either the `EditorApplication.update` loop or the [game loop](https://docs.unity3d.com/Manual/ExecutionOrder.html). - -## Edit Mode example - -The most simple example of an Edit Mode test could be the one that yields `null` to skip the current frame and then continues to run: - -```C# -[UnityTest] -public IEnumerator EditorUtility_WhenExecuted_ReturnsSuccess() -{ - var utility = RunEditorUtilityInTheBackgroud(); - - while (utility.isRunning) - { - yield return null; - } - - Assert.IsTrue(utility.isSuccess); -} -``` - -## Play Mode example - -In Play Mode, a test runs as a coroutine attached to a [MonoBehaviour](https://docs.unity3d.com/ScriptReference/MonoBehaviour.html). So all the yield instructions available in coroutines, are also available in your test. - -From a Play Mode test you can use one of Unity’s [Yield Instructions](https://docs.unity3d.com/ScriptReference/YieldInstruction.html): - -- [WaitForFixedUpdate](https://docs.unity3d.com/ScriptReference/WaitForFixedUpdate.html): to ensure changes expected within the next cycle of physics calculations. -- [WaitForSeconds](https://docs.unity3d.com/ScriptReference/WaitForSeconds.html): if you want to pause your test coroutine for a fixed amount of time. Be careful about creating long-running tests. - -The simplest example is to yield to `WaitForFixedUpdate`: - -```c# -[UnityTest] -public IEnumerator GameObject_WithRigidBody_WillBeAffectedByPhysics() -{ - var go = new GameObject(); - go.AddComponent(); - var originalPosition = go.transform.position.y; - - yield return new WaitForFixedUpdate(); - - Assert.AreNotEqual(originalPosition, go.transform.position.y); -} -``` -- cgit v1.2.3