Class GenericInputFieldTests
Inheritance
GenericInputFieldTests
Implements
IPrebuildSetup
Assembly: UnityEngine.UI.Tests.dll
public class GenericInputFieldTests : BaseInputFieldTests, IPrebuildSetup
Fields
Declaration
protected const string kPrefabPath = "Assets/Resources/GenericInputFieldPrefab.prefab"
Field Value
Methods
Declaration
[UnityTest]
public IEnumerator CannotFocusIfNotActive()
Returns
CannotFocusIfNotTextComponent()
Declaration
[UnityTest]
public IEnumerator CannotFocusIfNotTextComponent()
Returns
Declaration
[UnityTest]
public IEnumerator CannotFocusIfNullFont()
Returns
Declaration
[UnityTest]
public IEnumerator CannotFocusWithoutEventSystem()
Returns
CaretRectSameSizeAsTextRect()
Declaration
[UnityTest]
public IEnumerator CaretRectSameSizeAsTextRect()
Returns
ContentTypeSetsValues()
Declaration
[Test]
public void ContentTypeSetsValues()
Declaration
[Test]
public void DoesNotFocusesOnSelectWhenShouldActivateOnSelect_IsFalse()
Declaration
[UnityTest]
[UnityPlatform(exclude = new RuntimePlatform[] { RuntimePlatform.Switch, RuntimePlatform.tvOS })]
public IEnumerator FocusesOnSelect()
Returns
InputFieldSetTextWithoutNotifyWillNotNotify()
Declaration
[Test]
public void InputFieldSetTextWithoutNotifyWillNotNotify()
Declaration
[OneTimeTearDown]
public void OnetimeTearDown()
SettingCharacterValidationChangesContentTypeToCustom()
Declaration
[Test]
public void SettingCharacterValidationChangesContentTypeToCustom()
SettingInputChangesContentTypeToCustom()
Declaration
[Test]
public void SettingInputChangesContentTypeToCustom()
SettingKeyboardTypeChangesContentTypeToCustom()
Declaration
[Test]
public void SettingKeyboardTypeChangesContentTypeToCustom()
SettingLineTypeChangesContentTypeToCustom()
Declaration
[Test]
public void SettingLineTypeChangesContentTypeToCustom()
SettingLineTypeDoesNotChangesContentTypeToCustom(ContentType)
Declaration
[Test]
public void SettingLineTypeDoesNotChangesContentTypeToCustom(InputField.ContentType type)
Parameters
Implement this method to call actions automatically before the build process.
Declaration
[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()
{
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");
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.
Declaration
[TearDown]
public virtual void TearDown()
Declaration
[SetUp]
public virtual void TestSetup()
Implements
UnityEngine.TestTools.IPrebuildSetup
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