From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Documentation~/reference-recompile-scripts.md | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-recompile-scripts.md (limited to 'Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-recompile-scripts.md') diff --git a/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-recompile-scripts.md b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-recompile-scripts.md new file mode 100644 index 0000000..adead8e --- /dev/null +++ b/Library/PackageCache/com.unity.test-framework@1.1.11/Documentation~/reference-recompile-scripts.md @@ -0,0 +1,22 @@ +# RecompileScripts +`RecompileScripts` is an [IEditModeTestYieldInstruction](./reference-custom-yield-instructions.md) that you can yield in Edit Mode tests. It lets you trigger a recompilation of scripts in the Unity Editor. + +## Constructors + +| Syntax | Description | +| ------------------------------------------------------------ | ------------------------------------------------------------ | +| `RecompileScripts(bool expectScriptCompilation = true, bool expectScriptCompilationSuccess = true)` | Creates a new instance of the `RecompileScripts` yield instruction. The parameter `expectScriptCompilation` 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. | + +## Example +``` C@ +[UnitySetUp] +public IEnumerator SetUp() +{ + using (var file = File.CreateText("Assets/temp/myScript.cs")) + { + file.Write("public class ATempClass { }"); + } + AssetDatabase.Refresh(); + yield return new RecompileScripts(); +} +``` \ No newline at end of file -- cgit v1.2.3