fix line endings problem (?)

pull/164/head
Aaron Trudeau 2023-06-07 02:05:27 -04:00
parent fb62d36ba1
commit 1cba302bc4
No known key found for this signature in database
GPG Key ID: 5EA8D416A3C71A20
31 changed files with 807 additions and 807 deletions

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@ -1,246 +1,246 @@
#!/usr/bin/env bash
#
# Set and display project path
#
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Set and display the artifacts path
#
echo "Using artifacts path \"$ARTIFACTS_PATH\" to save test results."
FULL_ARTIFACTS_PATH=$GITHUB_WORKSPACE/$ARTIFACTS_PATH
#
# Set and display the coverage results path
#
echo "Using coverage results path \"$COVERAGE_RESULTS_PATH\" to save test coverage results."
FULL_COVERAGE_RESULTS_PATH=$GITHUB_WORKSPACE/$COVERAGE_RESULTS_PATH
#
# Display custom parameters
#
echo "Using custom parameters $CUSTOM_PARAMETERS."
# The following tests are 2019 mode (requires Unity 2019.2.11f1 or later)
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
#
# Display the unity version
#
echo "Using Unity version \"$UNITY_VERSION\" to test."
#
# Create an empty project for testing if in package mode
#
if [ "$PACKAGE_MODE" = "true" ]; then
echo "Running tests on a Unity package rather than a Unity project."
if ! command -v jq &> /dev/null
then
echo "jq could not be found. This is required for package mode, and is likely the result of using a custom Docker image. Please use the default image or install jq to your custom image."
exit
fi
echo ""
echo "###########################"
echo "# Package Folder #"
echo "###########################"
echo ""
ls -la "$UNITY_PROJECT_PATH"
echo ""
echo "Creating an empty Unity project to add the package $PACKAGE_NAME to."
TEMP_PROJECT_PATH="./TempProject"
unity-editor \
-batchmode \
-createProject "$TEMP_PROJECT_PATH" \
-quit
# use jq to add the package to the temp project through manually modifying Packages/manifest.json
echo "Adding package to the temporary project's dependencies and testables..."
echo ""
PACKAGE_MANIFEST_PATH="$TEMP_PROJECT_PATH/Packages/manifest.json"
if [ ! -f "$PACKAGE_MANIFEST_PATH" ]; then
echo "Packages/mainfest.json was not created properly. This indicates a problem with the Action, not with your package. Logging directories and aborting..."
echo ""
echo "###########################"
echo "# Temp Project Folder #"
echo "###########################"
echo ""
ls -a "$TEMP_PROJECT_PATH"
echo ""
echo "################################"
echo "# Temp Project Packages Folder #"
echo "################################"
echo ""
ls -a "$TEMP_PROJECT_PATH/Packages"
exit 1
fi
PACKAGE_MANIFEST_JSON=$(cat "$PACKAGE_MANIFEST_PATH")
echo "$PACKAGE_MANIFEST_JSON" | \
jq \
--arg packageName "$PACKAGE_NAME" \
--arg projectPath "$UNITY_PROJECT_PATH" \
'.dependencies += {"com.unity.testtools.codecoverage": "1.1.1"} | .dependencies += {"\($packageName)": "file:\($projectPath)"} | . += {testables: ["\($packageName)"]}' \
> "$PACKAGE_MANIFEST_PATH"
UNITY_PROJECT_PATH="$TEMP_PROJECT_PATH"
fi
#
# Overall info
#
echo ""
echo "###########################"
echo "# Artifacts folder #"
echo "###########################"
echo ""
echo "Creating \"$FULL_ARTIFACTS_PATH\" if it does not exist."
mkdir -p $FULL_ARTIFACTS_PATH
echo ""
echo "###########################"
echo "# Project directory #"
echo "###########################"
echo ""
ls -alh $UNITY_PROJECT_PATH
#
# Testing for each platform
#
for platform in ${TEST_PLATFORMS//;/ }; do
if [[ "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Building Standalone #"
echo "###########################"
echo ""
# Create directories if they do not exist
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
mkdir -p "$UNITY_PROJECT_PATH/Assets/Player/"
# Copy the scripts
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Player/" "$UNITY_PROJECT_PATH/Assets/Player/"
# Verify recursive paths
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Player/"
runTests="-runTests -testPlatform StandaloneLinux64 -builtTestRunnerPath $UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone"
else
echo ""
echo "###########################"
echo "# Testing in $platform #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
runTests="-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
else
runTests="-quit"
fi
fi
unity-editor \
-batchmode \
-logFile "$FULL_ARTIFACTS_PATH/$platform.log" \
-projectPath "$UNITY_PROJECT_PATH" \
-coverageResultsPath "$FULL_COVERAGE_RESULTS_PATH" \
$runTests \
-enableCodeCoverage \
-debugCodeOptimization \
-coverageOptions "$COVERAGE_OPTIONS" \
$CUSTOM_PARAMETERS
# Catch exit code
TEST_EXIT_CODE=$?
# Print unity log output
cat "$FULL_ARTIFACTS_PATH/$platform.log"
if [[ $TEST_EXIT_CODE -eq 0 && "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Testing Standalone #"
echo "###########################"
echo ""
# Code Coverage currently only supports code ran in the Editor and not in Standalone/Player.
# https://docs.unity.cn/Packages/com.unity.testtools.codecoverage@1.1/manual/TechnicalDetails.html#how-it-works
xvfb-run -a -e /dev/stdout "$UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone" \
-batchmode \
-nographics \
-logFile "$FULL_ARTIFACTS_PATH/$platform-player.log" \
-testResults "$FULL_ARTIFACTS_PATH/$platform-results.xml"
# Catch exit code
TEST_EXIT_CODE=$?
# Print player log output
cat "$FULL_ARTIFACTS_PATH/$platform-player.log"
fi
# Display results
if [ $TEST_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred";
elif [ $TEST_EXIT_CODE -eq 2 ]; then
echo "Run succeeded, some tests failed";
elif [ $TEST_EXIT_CODE -eq 3 ]; then
echo "Run failure (other failure)";
else
echo "Unexpected exit code $TEST_EXIT_CODE";
fi
if [ $TEST_EXIT_CODE -ne 0 ]; then
TEST_RUNNER_EXIT_CODE=$TEST_EXIT_CODE
fi
echo ""
echo "###########################"
echo "# $platform Results #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
cat "$FULL_ARTIFACTS_PATH/$platform-results.xml"
cat "$FULL_ARTIFACTS_PATH/$platform-results.xml" | grep test-run | grep Passed
fi
done
#
# Permissions
#
# Make a given user owner of all artifacts
if [[ -n "$CHOWN_FILES_TO" ]]; then
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
chown -R "$CHOWN_FILES_TO" "$FULL_ARTIFACTS_PATH"
chown -R "$CHOWN_FILES_TO" "$FULL_COVERAGE_RESULTS_PATH"
fi
# Add read permissions for everyone to all artifacts
chmod -R a+r "$UNITY_PROJECT_PATH"
chmod -R a+r "$FULL_ARTIFACTS_PATH"
chmod -R a+r "$FULL_COVERAGE_RESULTS_PATH"
#!/usr/bin/env bash
#
# Set and display project path
#
UNITY_PROJECT_PATH="$GITHUB_WORKSPACE/$PROJECT_PATH"
echo "Using project path \"$UNITY_PROJECT_PATH\"."
#
# Set and display the artifacts path
#
echo "Using artifacts path \"$ARTIFACTS_PATH\" to save test results."
FULL_ARTIFACTS_PATH=$GITHUB_WORKSPACE/$ARTIFACTS_PATH
#
# Set and display the coverage results path
#
echo "Using coverage results path \"$COVERAGE_RESULTS_PATH\" to save test coverage results."
FULL_COVERAGE_RESULTS_PATH=$GITHUB_WORKSPACE/$COVERAGE_RESULTS_PATH
#
# Display custom parameters
#
echo "Using custom parameters $CUSTOM_PARAMETERS."
# The following tests are 2019 mode (requires Unity 2019.2.11f1 or later)
# Reference: https://docs.unity3d.com/2019.3/Documentation/Manual/CommandLineArguments.html
#
# Display the unity version
#
echo "Using Unity version \"$UNITY_VERSION\" to test."
#
# Create an empty project for testing if in package mode
#
if [ "$PACKAGE_MODE" = "true" ]; then
echo "Running tests on a Unity package rather than a Unity project."
if ! command -v jq &> /dev/null
then
echo "jq could not be found. This is required for package mode, and is likely the result of using a custom Docker image. Please use the default image or install jq to your custom image."
exit
fi
echo ""
echo "###########################"
echo "# Package Folder #"
echo "###########################"
echo ""
ls -la "$UNITY_PROJECT_PATH"
echo ""
echo "Creating an empty Unity project to add the package $PACKAGE_NAME to."
TEMP_PROJECT_PATH="./TempProject"
unity-editor \
-batchmode \
-createProject "$TEMP_PROJECT_PATH" \
-quit
# use jq to add the package to the temp project through manually modifying Packages/manifest.json
echo "Adding package to the temporary project's dependencies and testables..."
echo ""
PACKAGE_MANIFEST_PATH="$TEMP_PROJECT_PATH/Packages/manifest.json"
if [ ! -f "$PACKAGE_MANIFEST_PATH" ]; then
echo "Packages/mainfest.json was not created properly. This indicates a problem with the Action, not with your package. Logging directories and aborting..."
echo ""
echo "###########################"
echo "# Temp Project Folder #"
echo "###########################"
echo ""
ls -a "$TEMP_PROJECT_PATH"
echo ""
echo "################################"
echo "# Temp Project Packages Folder #"
echo "################################"
echo ""
ls -a "$TEMP_PROJECT_PATH/Packages"
exit 1
fi
PACKAGE_MANIFEST_JSON=$(cat "$PACKAGE_MANIFEST_PATH")
echo "$PACKAGE_MANIFEST_JSON" | \
jq \
--arg packageName "$PACKAGE_NAME" \
--arg projectPath "$UNITY_PROJECT_PATH" \
'.dependencies += {"com.unity.testtools.codecoverage": "1.1.1"} | .dependencies += {"\($packageName)": "file:\($projectPath)"} | . += {testables: ["\($packageName)"]}' \
> "$PACKAGE_MANIFEST_PATH"
UNITY_PROJECT_PATH="$TEMP_PROJECT_PATH"
fi
#
# Overall info
#
echo ""
echo "###########################"
echo "# Artifacts folder #"
echo "###########################"
echo ""
echo "Creating \"$FULL_ARTIFACTS_PATH\" if it does not exist."
mkdir -p $FULL_ARTIFACTS_PATH
echo ""
echo "###########################"
echo "# Project directory #"
echo "###########################"
echo ""
ls -alh $UNITY_PROJECT_PATH
#
# Testing for each platform
#
for platform in ${TEST_PLATFORMS//;/ }; do
if [[ "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Building Standalone #"
echo "###########################"
echo ""
# Create directories if they do not exist
mkdir -p "$UNITY_PROJECT_PATH/Assets/Editor/"
mkdir -p "$UNITY_PROJECT_PATH/Assets/Player/"
# Copy the scripts
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Editor/" "$UNITY_PROJECT_PATH/Assets/Editor/"
cp -R "$ACTION_FOLDER/UnityStandaloneScripts/Assets/Player/" "$UNITY_PROJECT_PATH/Assets/Player/"
# Verify recursive paths
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Editor/"
ls -Ralph "$UNITY_PROJECT_PATH/Assets/Player/"
runTests="-runTests -testPlatform StandaloneLinux64 -builtTestRunnerPath $UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone"
else
echo ""
echo "###########################"
echo "# Testing in $platform #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
runTests="-runTests -testPlatform $platform -testResults $FULL_ARTIFACTS_PATH/$platform-results.xml"
else
runTests="-quit"
fi
fi
unity-editor \
-batchmode \
-logFile "$FULL_ARTIFACTS_PATH/$platform.log" \
-projectPath "$UNITY_PROJECT_PATH" \
-coverageResultsPath "$FULL_COVERAGE_RESULTS_PATH" \
$runTests \
-enableCodeCoverage \
-debugCodeOptimization \
-coverageOptions "$COVERAGE_OPTIONS" \
$CUSTOM_PARAMETERS
# Catch exit code
TEST_EXIT_CODE=$?
# Print unity log output
cat "$FULL_ARTIFACTS_PATH/$platform.log"
if [[ $TEST_EXIT_CODE -eq 0 && "$platform" == "standalone" ]]; then
echo ""
echo "###########################"
echo "# Testing Standalone #"
echo "###########################"
echo ""
# Code Coverage currently only supports code ran in the Editor and not in Standalone/Player.
# https://docs.unity.cn/Packages/com.unity.testtools.codecoverage@1.1/manual/TechnicalDetails.html#how-it-works
xvfb-run -a -e /dev/stdout "$UNITY_PROJECT_PATH/Build/UnityTestRunner-Standalone" \
-batchmode \
-nographics \
-logFile "$FULL_ARTIFACTS_PATH/$platform-player.log" \
-testResults "$FULL_ARTIFACTS_PATH/$platform-results.xml"
# Catch exit code
TEST_EXIT_CODE=$?
# Print player log output
cat "$FULL_ARTIFACTS_PATH/$platform-player.log"
fi
# Display results
if [ $TEST_EXIT_CODE -eq 0 ]; then
echo "Run succeeded, no failures occurred";
elif [ $TEST_EXIT_CODE -eq 2 ]; then
echo "Run succeeded, some tests failed";
elif [ $TEST_EXIT_CODE -eq 3 ]; then
echo "Run failure (other failure)";
else
echo "Unexpected exit code $TEST_EXIT_CODE";
fi
if [ $TEST_EXIT_CODE -ne 0 ]; then
TEST_RUNNER_EXIT_CODE=$TEST_EXIT_CODE
fi
echo ""
echo "###########################"
echo "# $platform Results #"
echo "###########################"
echo ""
if [[ "$platform" != "COMBINE_RESULTS" ]]; then
cat "$FULL_ARTIFACTS_PATH/$platform-results.xml"
cat "$FULL_ARTIFACTS_PATH/$platform-results.xml" | grep test-run | grep Passed
fi
done
#
# Permissions
#
# Make a given user owner of all artifacts
if [[ -n "$CHOWN_FILES_TO" ]]; then
chown -R "$CHOWN_FILES_TO" "$UNITY_PROJECT_PATH"
chown -R "$CHOWN_FILES_TO" "$FULL_ARTIFACTS_PATH"
chown -R "$CHOWN_FILES_TO" "$FULL_COVERAGE_RESULTS_PATH"
fi
# Add read permissions for everyone to all artifacts
chmod -R a+r "$UNITY_PROJECT_PATH"
chmod -R a+r "$FULL_ARTIFACTS_PATH"
chmod -R a+r "$FULL_COVERAGE_RESULTS_PATH"

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@ -1,4 +1,4 @@
if ($null -eq ${env:GIT_PRIVATE_TOKEN})
if ($null -eq ${env:GIT_PRIVATE_TOKEN})
{
Write-Output "GIT_PRIVATE_TOKEN unset skipping"
}

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@ -1,4 +1,4 @@
#!/usr/bin/env bash
#!/usr/bin/env bash
if [ -z "${GIT_PRIVATE_TOKEN}" ]
then

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@ -1,4 +1,4 @@
#
#
# Note: Non default ignore file, as this only tests Builder script.
#

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@ -1,4 +1,4 @@
import * as core from '@actions/core';
import * as core from '@actions/core';
import fs from 'fs';
class LicensingServerSetup {

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@ -1,4 +1,4 @@
import { components } from '@octokit/openapi-types';
import { components } from '@octokit/openapi-types';
export function timeHelper(seconds: number): string {
return `${seconds.toFixed(3)}s`;

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@ -1,4 +1,4 @@
interface CommonAttributes {
interface CommonAttributes {
id: string;
result: string;
asserts: string;

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@ -1,8 +1,8 @@
fileFormatVersion: 2
guid: e3a65787d84893340b9dc38af5b7c31f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: e3a65787d84893340b9dc38af5b7c31f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,6 +1,6 @@
{
"name": "fake.notarealpackage.Editor",
"references": [
"fake.notarealpackage.Runtime"
]
}
{
"name": "fake.notarealpackage.Editor",
"references": [
"fake.notarealpackage.Runtime"
]
}

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@ -1,8 +1,8 @@
fileFormatVersion: 2
guid: 6c6729c46a2a6594da2ce1182420ab81
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: 6c6729c46a2a6594da2ce1182420ab81
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,18 +1,18 @@
using System;
public class BasicCounter
{
public const int MaxCount = 10;
public BasicCounter(int count = 0)
{
Count = count;
}
public void Increment()
{
Count = Math.Min(MaxCount, Count + 1);
}
public int Count { get; private set; }
}
using System;
public class BasicCounter
{
public const int MaxCount = 10;
public BasicCounter(int count = 0)
{
Count = count;
}
public void Increment()
{
Count = Math.Min(MaxCount, Count + 1);
}
public int Count { get; private set; }
}

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@ -1,17 +1,17 @@
using UnityEngine;
public class SampleComponent : MonoBehaviour
{
public BasicCounter Counter;
void Start()
{
Counter = new BasicCounter(5);
}
// Update is called once per frame
void Update()
{
Counter.Increment();
}
}
using UnityEngine;
public class SampleComponent : MonoBehaviour
{
public BasicCounter Counter;
void Start()
{
Counter = new BasicCounter(5);
}
// Update is called once per frame
void Update()
{
Counter.Increment();
}
}

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@ -1,18 +1,18 @@
using UnityEngine;
public class TimerComponent : MonoBehaviour
{
public BasicCounter Counter = new BasicCounter();
public float Timer = 1f;
void Update()
{
Timer -= Time.deltaTime;
if (Timer > 0)
return;
Counter.Increment();
Timer = 1f;
}
}
using UnityEngine;
public class TimerComponent : MonoBehaviour
{
public BasicCounter Counter = new BasicCounter();
public float Timer = 1f;
void Update()
{
Timer -= Time.deltaTime;
if (Timer > 0)
return;
Counter.Increment();
Timer = 1f;
}
}

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@ -1,3 +1,3 @@
{
"name": "fake.notarealpackage.Runtime"
}
{
"name": "fake.notarealpackage.Runtime"
}

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@ -1,38 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleEditModeTest
{
[Test]
public void TestIncrement()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
[Test]
public void TestMaxCount()
{
// Given
var counter = new BasicCounter(BasicCounter.MaxCount);
// When
counter.Increment();
// Then
Assert.AreEqual(BasicCounter.MaxCount, counter.Count);
}
}
}
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleEditModeTest
{
[Test]
public void TestIncrement()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
[Test]
public void TestMaxCount()
{
// Given
var counter = new BasicCounter(BasicCounter.MaxCount);
// When
counter.Increment();
// Then
Assert.AreEqual(BasicCounter.MaxCount, counter.Count);
}
}
}

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@ -1,14 +1,14 @@
{
"name": "fake.notarealpackage.EditorTests",
"references": [
"fake.notarealpackage.Runtime",
"fake.notarealpackage.Editor"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": []
{
"name": "fake.notarealpackage.EditorTests",
"references": [
"fake.notarealpackage.Runtime",
"fake.notarealpackage.Editor"
],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": []
}

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@ -1,31 +1,31 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleComponentTest
{
private GameObject target;
private SampleComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<SampleComponent>();
}
[UnityTest]
public IEnumerator TestIncrementOnUpdateAfterNextFrame()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count + 1, component.Counter.Count);
}
}
}
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleComponentTest
{
private GameObject target;
private SampleComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<SampleComponent>();
}
[UnityTest]
public IEnumerator TestIncrementOnUpdateAfterNextFrame()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count + 1, component.Counter.Count);
}
}
}

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@ -1,42 +1,42 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests
{
public class SamplePlayModeTest
{
// A Test behaves as an ordinary method
[Test]
public void NewTestScriptSimplePasses()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator NewTestScriptWithEnumeratorPasses()
{
// Given
var counter = new BasicCounter(3);
// Use the Assert class to test conditions.
// Use yield to skip a frame.
yield return null;
// When
counter.Increment();
// Then
Assert.AreEqual(4, counter.Count);
}
}
}
using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;
namespace Tests
{
public class SamplePlayModeTest
{
// A Test behaves as an ordinary method
[Test]
public void NewTestScriptSimplePasses()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator NewTestScriptWithEnumeratorPasses()
{
// Given
var counter = new BasicCounter(3);
// Use the Assert class to test conditions.
// Use yield to skip a frame.
yield return null;
// When
counter.Increment();
// Then
Assert.AreEqual(4, counter.Count);
}
}
}

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@ -1,66 +1,66 @@
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class TimerComponentTest
{
private GameObject target;
private TimerComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<TimerComponent>();
}
[UnityTest]
public IEnumerator TestIncrementAfterSomeTime()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 2, component.Counter.Count);
}
[UnityTest]
public IEnumerator TestTimeScaleIsAffectingIncrement()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
Time.timeScale = .5f;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
}
// Skipping time ignoring Time.scale
// https://answers.unity.com/questions/301868/yield-waitforseconds-outside-of-timescale.html
public static IEnumerator WaitForRealSeconds(float time)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
}
}
}
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class TimerComponentTest
{
private GameObject target;
private TimerComponent component;
[SetUp]
public void Setup()
{
target = GameObject.Instantiate(new GameObject());
component = target.AddComponent<TimerComponent>();
}
[UnityTest]
public IEnumerator TestIncrementAfterSomeTime()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
yield return new WaitForSeconds(1.1f);
Assert.AreEqual(count + 2, component.Counter.Count);
}
[UnityTest]
public IEnumerator TestTimeScaleIsAffectingIncrement()
{
// Save the current value, since it was updated after component Start() method called
var count = component.Counter.Count;
Time.timeScale = .5f;
// Skip frame and assert the new value
yield return null;
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count, component.Counter.Count);
yield return WaitForRealSeconds(1.1f);
Assert.AreEqual(count + 1, component.Counter.Count);
}
// Skipping time ignoring Time.scale
// https://answers.unity.com/questions/301868/yield-waitforseconds-outside-of-timescale.html
public static IEnumerator WaitForRealSeconds(float time)
{
float start = Time.realtimeSinceStartup;
while (Time.realtimeSinceStartup < start + time)
{
yield return null;
}
}
}
}

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@ -1,11 +1,11 @@
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@ -1,4 +1,4 @@
using System;
using System;
public class BasicCounter
{

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@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
public class SampleComponent : MonoBehaviour
{

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@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
public class TimerComponent : MonoBehaviour
{

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using NUnit.Framework;
using UnityEngine.TestTools;

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;

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