Class TestDataDescriptor
Default ITestDataDescriptor implementation. Expands wildcard patterns of the form "Directory/*.ext" (top directory only) to concrete asset paths and addresses assets by their unchanged asset path. Subclass and override GetAssetPaths() to collect assets programmatically, or GetAddressableName(string) to define custom keys.
Implements
Inherited Members
Namespace: UnityEngine.TestTools.Graphics
Assembly: UnityEngine.TestTools.Graphics.dll
Syntax
public class TestDataDescriptor : ITestDataDescriptor
Constructors
TestDataDescriptor(string, IEnumerable<string>)
Creates a descriptor for a set of test data assets.
Declaration
public TestDataDescriptor(string bundleName, IEnumerable<string> assetPatterns)
Parameters
| Type | Name | Description |
|---|---|---|
| string | bundleName | The logical bundle name; descriptors sharing a name are merged. |
| IEnumerable<string> | assetPatterns | Asset paths or wildcard patterns, e.g. "Assets/Scenes/500_SSAO/*.exr". |
Properties
AssetPatterns
The declared asset paths or wildcard patterns, e.g. "Assets/Scenes/500_SSAO/*.exr".
Declaration
public IEnumerable<string> AssetPatterns { get; }
Property Value
| Type | Description |
|---|---|
| IEnumerable<string> |
BundleName
The logical bundle name: identical at build and run time, and descriptors sharing it merge into one bundle.
Declaration
public string BundleName { get; }
Property Value
| Type | Description |
|---|---|
| string |
Methods
GetAddressableName(string)
Maps a source asset path to the name used to address it in the bundle. The default implementation returns the asset path unchanged, which preserves AssetBundle's native addressing: assets load by full path or by file name. Override to define custom keys.
Declaration
public virtual string GetAddressableName(string assetPath)
Parameters
| Type | Name | Description |
|---|---|---|
| string | assetPath | The project-relative path of a declared asset. |
Returns
| Type | Description |
|---|---|
| string | The addressable name for the asset. |
GetAssetPaths()
Expands AssetPatterns to concrete project-relative asset paths. This runs where the project files exist (the Editor and the build machine); players never call it.
Declaration
public virtual IEnumerable<string> GetAssetPaths()
Returns
| Type | Description |
|---|---|
| IEnumerable<string> | The project-relative paths of every declared asset. |
Remarks
Patterns containing '*' are expanded with GetFiles(string, string, SearchOption) over the pattern's directory (top directory only), skipping .meta files. Patterns without wildcards are returned when the file exists. Declarations that resolve to nothing are not reported here; the build fails on them so broken markup surfaces at build time.