Class RaycastSortingTests
Implements
IPrebuildSetup
Inherited Members
Namespace: Global Namespace
Assembly: UnityEngine.UI.Tests.dll
Syntax
public class RaycastSortingTests : IPrebuildSetup
Methods
OneTimeTearDown()
Declaration
[OneTimeTearDown]
public void OneTimeTearDown()
RaycastResult_Sorting()
Declaration
[UnityTest]
public IEnumerator RaycastResult_Sorting()
Returns
Type | Description |
---|---|
IEnumerator |
Setup()
Implement this method to call actions automatically before the build process.
Declaration
public void Setup()
Examples
[TestFixture]
public class CreateSpriteTest : IPrebuildSetup
{
Texture2D m_Texture;
Sprite m_Sprite;
public void Setup()
{
#if UNITY_EDITOR
var spritePath = "Assets/Resources/Circle.png";
var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
ti.SaveAndReimport();
#endif
}
[SetUp]
public void SetUpTest()
{
m_Texture = Resources.Load<Texture2D>("Circle");
}
[Test]
public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
{
// Check with Valid Texture.
LogAssert.Expect(LogType.Log, "Circle Sprite Created");
Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
Debug.Log("Circle Sprite Created");
// Check with NULL Texture. Should return NULL Sprite.
m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
}
}
> **Tip**: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
TearDown()
Declaration
[TearDown]
public void TearDown()
TestSetup()
Declaration
[SetUp]
public void TestSetup()
Implements
UnityEngine.TestTools.IPrebuildSetup