Class GraphicsTestData
Loads the test data assets declared for one test case (see RequireTestDataAttribute): from the AssetDatabase in the Editor, from content bundles in players. Access it through TestData.
Inherited Members
Namespace: UnityEngine.TestTools.Graphics
Assembly: UnityEngine.TestTools.Graphics.dll
Syntax
public sealed class GraphicsTestData
Remarks
Load<T>(string) and GetAssetPath(string) throw TestDataNotFoundException on a miss; TryLoad<T>(string, out T) covers optional assets. In players, wait for WaitForContentLoadAsync(TimeSpan) in a UnitySetUp method first.
Properties
AssetNames
All addressable asset names in the declared test data sets.
Declaration
public IEnumerable<string> AssetNames { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<string> |
Descriptors
The descriptors of the declared test data sets.
Declaration
public IReadOnlyList<ITestDataDescriptor> Descriptors { get; }
Property Value
| Type | Description |
|---|---|
| IReadOnlyList<ITestDataDescriptor> |
Empty
An empty instance, fresh per access: LoadMessage is per-lookup state, so a shared instance would leak diagnostics between callers.
Declaration
public static GraphicsTestData Empty { get; }
Property Value
| Type | Description |
|---|---|
| GraphicsTestData |
HasData
Whether any test data was declared for the test case.
Declaration
public bool HasData { get; }
Property Value
| Type | Description |
|---|---|
| bool |
IsAvailable
Whether every declared test data set has a backing store: in the Editor, each descriptor resolves to at least one asset; in players, each descriptor has a loaded content bundle.
Declaration
public bool IsAvailable { get; }
Property Value
| Type | Description |
|---|---|
| bool |
LoadMessage
Diagnostics from the most recent lookup.
Declaration
public string LoadMessage { get; }
Property Value
| Type | Description |
|---|---|
| string |
Methods
ContainsAsset(string)
Checks whether a declared asset exists.
Declaration
public bool ContainsAsset(string assetName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetName | The asset path, file name, or file stem. |
Returns
| Type | Description |
|---|---|
| bool | True when the asset is present in the declared test data. |
GetAssetPath(string)
The asset's path: the project-relative source path in the Editor (usable for raw file reads), the informational bundle path in players.
Declaration
public string GetAssetPath(string assetName)
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetName | The asset path, file name, or file stem. |
Returns
| Type | Description |
|---|---|
| string | The asset path; never null. |
Exceptions
| Type | Condition |
|---|---|
| TestDataNotFoundException | The asset is not part of the declared test data. |
Load<T>(string)
Loads a declared asset by full asset path, file name, or file stem; the full path disambiguates assets sharing a file name.
Declaration
public T Load<T>(string assetName) where T : Object
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetName | The asset path, file name, or file stem. |
Returns
| Type | Description |
|---|---|
| T | The loaded asset; never null. |
Type Parameters
| Name | Description |
|---|---|
| T | The asset type. |
Exceptions
| Type | Condition |
|---|---|
| TestDataNotFoundException | The asset is missing or its bundle failed to load; the message lists what was declared, built, and searched. |
TryLoad<T>(string, out T)
Loads a declared asset without failing on a miss; for optional assets.
Declaration
public bool TryLoad<T>(string assetName, out T asset) where T : Object
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetName | The asset path, file name, or file stem. |
| T | asset | The loaded asset, or null. |
Returns
| Type | Description |
|---|---|
| bool | True when the asset was loaded; LoadMessage has the details either way. |
Type Parameters
| Name | Description |
|---|---|
| T | The asset type. |