diff --git a/Editor/TemporaryBuildScenesUsingInTest.cs b/Editor/TemporaryBuildScenesUsingInTest.cs index fcde66b..6154ac6 100644 --- a/Editor/TemporaryBuildScenesUsingInTest.cs +++ b/Editor/TemporaryBuildScenesUsingInTest.cs @@ -8,56 +8,54 @@ using TestHelper.Editor; using UnityEditor; using UnityEditor.TestTools; -using UnityEditor.TestTools.TestRunner.Api; -using UnityEngine; -[assembly: TestPlayerBuildModifier(typeof(TemporaryBuildScenesUsingInTest.RunOnStandalonePlayer))] +[assembly: TestPlayerBuildModifier(typeof(TemporaryBuildScenesUsingInTest))] namespace TestHelper.Editor { /// - /// Temporarily build scenes specified by ScenesUsingInTestAttribute when running play mode tests. + /// Temporarily build scenes specified by LoadSceneAttribute when running play mode tests on standalone player. /// - public static class TemporaryBuildScenesUsingInTest + public class TemporaryBuildScenesUsingInTest : ITestPlayerBuildModifier { - private static IEnumerable FindScenesUsingInTestAttributesOnAssemblies() + private static IEnumerable FindLoadSceneAttributesOnAssemblies() { var assemblies = AppDomain.CurrentDomain.GetAssemblies(); foreach (var attribute in assemblies - .Select(assembly => assembly.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false)) + .Select(assembly => assembly.GetCustomAttributes(typeof(LoadSceneAttribute), false)) .SelectMany(attributes => attributes)) { - yield return attribute as ScenesUsingInTestAttribute; + yield return attribute as LoadSceneAttribute; } } - private static IEnumerable FindScenesUsingInTestAttributesOnTypes() + private static IEnumerable FindLoadSceneAttributesOnTypes() { - var symbols = TypeCache.GetTypesWithAttribute(); + var symbols = TypeCache.GetTypesWithAttribute(); foreach (var attribute in symbols - .Select(symbol => symbol.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false)) + .Select(symbol => symbol.GetCustomAttributes(typeof(LoadSceneAttribute), false)) .SelectMany(attributes => attributes)) { - yield return attribute as ScenesUsingInTestAttribute; + yield return attribute as LoadSceneAttribute; } } - private static IEnumerable FindScenesUsingInTestAttributesOnMethods() + private static IEnumerable FindLoadSceneAttributesOnMethods() { - var symbols = TypeCache.GetMethodsWithAttribute(); + var symbols = TypeCache.GetMethodsWithAttribute(); foreach (var attribute in symbols - .Select(symbol => symbol.GetCustomAttributes(typeof(ScenesUsingInTestAttribute), false)) + .Select(symbol => symbol.GetCustomAttributes(typeof(LoadSceneAttribute), false)) .SelectMany(attributes => attributes)) { - yield return attribute as ScenesUsingInTestAttribute; + yield return attribute as LoadSceneAttribute; } } internal static IEnumerable GetScenesUsingInTest() { - var attributes = FindScenesUsingInTestAttributesOnAssemblies() - .Concat(FindScenesUsingInTestAttributesOnTypes()) - .Concat(FindScenesUsingInTestAttributesOnMethods()); + var attributes = FindLoadSceneAttributesOnAssemblies() + .Concat(FindLoadSceneAttributesOnTypes()) + .Concat(FindLoadSceneAttributesOnMethods()); foreach (var attribute in attributes) { if (attribute.ScenePath.ToLower().EndsWith(".unity")) @@ -74,50 +72,6 @@ internal static IEnumerable GetScenesUsingInTest() } } - /// - /// Add temporary scenes to build when running play mode tests in editor. - /// - public class RunInEditor : ICallbacks - { - private EditorBuildSettingsScene[] _originScenesInBuild; - - [InitializeOnLoadMethod] - private static void SetupRunningInEditor() - { - var api = ScriptableObject.CreateInstance(); - api.RegisterCallbacks(new RunInEditor()); - } - - /// - public void RunStarted(ITestAdaptor testsToRun) - { - _originScenesInBuild = EditorBuildSettings.scenes; - - var scenesInBuild = _originScenesInBuild.ToList(); - foreach (var scenePath in GetScenesUsingInTest()) - { - if (scenesInBuild.All(scene => scene.path != scenePath)) - { - scenesInBuild.Add(new EditorBuildSettingsScene(scenePath, true)); - } - } - - EditorBuildSettings.scenes = scenesInBuild.ToArray(); - } - - /// - public void RunFinished(ITestResultAdaptor result) - { - EditorBuildSettings.scenes = _originScenesInBuild; - } - - /// - public void TestStarted(ITestAdaptor test) { } - - /// - public void TestFinished(ITestResultAdaptor result) { } - } - /// /// Add temporary scenes to build when running play mode tests on standalone player. /// @@ -125,23 +79,19 @@ public void TestFinished(ITestResultAdaptor result) { } /// Required Unity Test Framework package v1.1.13 or higher is to use this script. /// For details, see the report in forum. /// - public class RunOnStandalonePlayer : ITestPlayerBuildModifier + public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) { - /// - public BuildPlayerOptions ModifyOptions(BuildPlayerOptions playerOptions) + var scenesInBuild = new List(playerOptions.scenes); + foreach (var scenePath in GetScenesUsingInTest()) { - var scenesInBuild = new List(playerOptions.scenes); - foreach (var scenePath in GetScenesUsingInTest()) + if (!scenesInBuild.Contains(scenePath)) { - if (!scenesInBuild.Contains(scenePath)) - { - scenesInBuild.Add(scenePath); - } + scenesInBuild.Add(scenePath); } - - playerOptions.scenes = scenesInBuild.ToArray(); - return playerOptions; } + + playerOptions.scenes = scenesInBuild.ToArray(); + return playerOptions; } } } diff --git a/README.md b/README.md index 6a90604..1e442f8 100644 --- a/README.md +++ b/README.md @@ -131,16 +131,16 @@ public class MyTestClass } ``` -#### ScenesUsingInTest +#### LoadScene -`ScenesUsingInTestAttribute` is an NUnit test attribute class to temporarily add scene files to "Scenes in Build" when running a play mode tests. +`LoadSceneAttribute` is an NUnit test attribute class to load scene before running test. It has the following benefits: -- Can specify scene by name to `SceneManager.LoadScene()` method -- Can load scenes when running a test on a standalone player +- Can be used when running play mode tests in-editor and on-player +- Can be specified scenes that are not in "Scenes in Build" -This attribute can attached to test method, test class (`TestFixture`) and test assembly. +This attribute can attached to test method only. Usage: @@ -152,23 +152,21 @@ using TestHelper.Attributes; [TestFixture] public class MyTestClass { - [UnityTest] - [ScenesUsingInTest("Assets/MyTests/Scenes")] - public IEnumerator MyTestMethod() + [Test] + [LoadScene("Assets/MyTests/Scenes/Scene.unity")] + public void MyTestMethod() { - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild"); - - var cube = GameObject.Find("CubeInNotInScenesInBuild"); + var cube = GameObject.Find("Cube"); Assert.That(cube, Is.Not.Null); } } ``` > **Note** -> Scene path can specify a file or directory path. -> The path starts with `Assets/` or `Packages/`. -> And use `name` instead of `displayName` of the package, when scenes in the package. -> (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/`) +> - Load scene run after OneTimeSetUp and before SetUp +> - Scene file path is starts with `Assets/` or `Packages/`. +> And package name using `name` instead of `displayName`, when scenes in the package. +> (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity`) ### Constraints diff --git a/Runtime/Attributes/LoadSceneAttribute.cs b/Runtime/Attributes/LoadSceneAttribute.cs new file mode 100644 index 0000000..1b072b5 --- /dev/null +++ b/Runtime/Attributes/LoadSceneAttribute.cs @@ -0,0 +1,78 @@ +// Copyright (c) 2023 Koji Hasegawa. +// This software is released under the MIT License. + +using System; +using System.Collections; +using NUnit.Framework; +using NUnit.Framework.Interfaces; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif + +// ReSharper disable InvalidXmlDocComment + +namespace TestHelper.Attributes +{ + /// + /// Load scene before running test. + /// + /// It has the following benefits: + /// - Can be used when running play mode tests in-editor and on-player + /// - Can be specified scenes that are not in "Scenes in Build" + /// + /// Notes: + /// - Load scene run after OneTimeSetUp and before SetUp + /// - For the process of including a Scene not in "Scenes in Build" to a build for player, see: + /// + [AttributeUsage(AttributeTargets.Method)] + public class LoadSceneAttribute : NUnitAttribute, IOuterUnityTestAction + { + internal string ScenePath { get; private set; } + + /// + /// Load scene before running test. + /// + /// Scene file path. + /// The path starts with `Assets/` or `Packages/`. + /// And package name using `name` instead of `displayName`, when scenes in the package. + /// (e.g., `Packages/com.nowsprinting.test-helper/Tests/Scenes/Scene.unity`) + /// + public LoadSceneAttribute(string path) + { + ScenePath = path; + } + + /// + public IEnumerator BeforeTest(ITest test) + { + AsyncOperation loadSceneAsync = null; +#if UNITY_EDITOR + if (EditorApplication.isPlaying) + { + // Use EditorSceneManager at run on Unity-editor + loadSceneAsync = EditorSceneManager.LoadSceneAsyncInPlayMode( + ScenePath, + new LoadSceneParameters(LoadSceneMode.Single)); + } + else + { + EditorSceneManager.OpenScene(ScenePath); + } +#else + // Use ITestPlayerBuildModifier to change the "Scenes in Build" list before run on player + loadSceneAsync = SceneManager.LoadSceneAsync(ScenePath); +#endif + yield return loadSceneAsync; + } + + /// + public IEnumerator AfterTest(ITest test) + { + yield return null; + } + } +} diff --git a/Runtime/Attributes/ScenesUsingInTestAttribute.cs.meta b/Runtime/Attributes/LoadSceneAttribute.cs.meta similarity index 100% rename from Runtime/Attributes/ScenesUsingInTestAttribute.cs.meta rename to Runtime/Attributes/LoadSceneAttribute.cs.meta diff --git a/Runtime/Attributes/ScenesUsingInTestAttribute.cs b/Runtime/Attributes/ScenesUsingInTestAttribute.cs deleted file mode 100644 index 456aff0..0000000 --- a/Runtime/Attributes/ScenesUsingInTestAttribute.cs +++ /dev/null @@ -1,40 +0,0 @@ -// Copyright (c) 2023 Koji Hasegawa. -// This software is released under the MIT License. - -using System; -using NUnit.Framework; - -namespace TestHelper.Attributes -{ - /// - /// Temporarily add scene files to "Scenes in Build" when running a play mode tests. - /// - /// It has the following benefits: - /// - Can specify scene by name to `SceneManager.LoadScene()` method - /// - Can load scenes when running a test on a standalone player - /// - /// This attribute is effective for the entire test run, not individual tests. - /// So, I recommend specifying it at the assembly level. - /// - /// - /// The name is "Scene*s*" to like a "Scenes in Build". - /// The argument is a single string, but can attach multiple this attribute. - /// - [AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method, AllowMultiple = true)] - public class ScenesUsingInTestAttribute : NUnitAttribute - { - internal string ScenePath { get; private set; } - - /// - /// Specify scene file or directory path to temporarily add to "Scenes in Build" when running a play mode test. - /// - /// Scene file or directory path not in "Scenes in Build". - /// The path starts with `Assets/` or `Packages/`. - /// And use `name` instead of `displayName` of the package, when scenes in the package. - /// - public ScenesUsingInTestAttribute(string scenePath) - { - ScenePath = scenePath; - } - } -} diff --git a/Tests/Editor/LoadSceneAttributeTest.cs b/Tests/Editor/LoadSceneAttributeTest.cs new file mode 100644 index 0000000..bc4fe07 --- /dev/null +++ b/Tests/Editor/LoadSceneAttributeTest.cs @@ -0,0 +1,24 @@ +// Copyright (c) 2023 Koji Hasegawa. +// This software is released under the MIT License. + +using NUnit.Framework; +using TestHelper.Attributes; +using UnityEngine; + +namespace TestHelper.Editor +{ + [TestFixture] + public class LoadSceneAttributeTest + { + private const string TestScene = "Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity"; + private const string ObjectName = "CubeInNotInScenesInBuild"; + + [Test] + [LoadScene(TestScene)] + public void Attach_AlreadyLoadedSceneNotInBuild() + { + var cube = GameObject.Find(ObjectName); + Assert.That(cube, Is.Not.Null); + } + } +} diff --git a/Tests/Editor/LoadSceneAttributeTest.cs.meta b/Tests/Editor/LoadSceneAttributeTest.cs.meta new file mode 100644 index 0000000..69d2792 --- /dev/null +++ b/Tests/Editor/LoadSceneAttributeTest.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 331d640b2fcd4350bbc72a2a001024fc +timeCreated: 1697956834 \ No newline at end of file diff --git a/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs b/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs index 10cbdaa..d7715f1 100644 --- a/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs +++ b/Tests/Editor/TemporaryBuildScenesUsingInTestTest.cs @@ -1,7 +1,6 @@ // Copyright (c) 2023 Koji Hasegawa. // This software is released under the MIT License. -using System.Linq; using NUnit.Framework; namespace TestHelper.Editor @@ -9,22 +8,6 @@ namespace TestHelper.Editor [TestFixture] public class TemporaryBuildScenesUsingInTestTest { - [Test] - public void GetScenesUsingInTest_AttachedToAssembly_ReturnScenesSpecifiedByAttribute() - { - var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest(); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Assembly.unity")); - } - - [Test] - public void GetScenesUsingInTest_AttachedToClass_ReturnScenesSpecifiedByAttribute() - { - var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest(); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Class.unity")); - } - [Test] public void GetScenesUsingInTest_AttachedToMethod_ReturnScenesSpecifiedByAttribute() { @@ -32,25 +15,5 @@ public void GetScenesUsingInTest_AttachedToMethod_ReturnScenesSpecifiedByAttribu Assert.That(actual, Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity")); } - - [Test] - public void GetScenesUsingInTest_AttachedToMethodMultiple_ReturnScenesSpecifiedByAttribute() - { - var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest().ToArray(); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild2.unity")); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild3.unity")); - } - - [Test] - public void GetScenesUsingInTest_SpecifyDirectory_ReturnScenesSpecifiedByAttribute() - { - var actual = TemporaryBuildScenesUsingInTest.GetScenesUsingInTest().ToArray(); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/Sub/NotInScenesInBuild4.unity")); - Assert.That(actual, - Does.Contain("Packages/com.nowsprinting.test-helper/Tests/Scenes/Sub/NotInScenesInBuild5.unity")); - } } } diff --git a/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs new file mode 100644 index 0000000..dd865bc --- /dev/null +++ b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs @@ -0,0 +1,50 @@ +// Copyright (c) 2023 Koji Hasegawa. +// This software is released under the MIT License. + +using System.Collections; +using System.Threading.Tasks; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; + +namespace TestHelper.Attributes +{ + [TestFixture] + public class LoadSceneAttributeTest + { + private const string TestScene = "Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity"; + private const string ObjectName = "CubeInNotInScenesInBuild"; + + [Test] + [LoadScene(TestScene)] + public void Attach_AlreadyLoadedSceneNotInBuild() + { + var cube = GameObject.Find(ObjectName); + Assert.That(cube, Is.Not.Null); + + Object.Destroy(cube); // For not giving false negatives in subsequent tests. + } + + [Test] + [LoadScene(TestScene)] + public async Task AttachToAsyncTest_AlreadyLoadedSceneNotInBuild() + { + var cube = GameObject.Find(ObjectName); + Assert.That(cube, Is.Not.Null); + + Object.Destroy(cube); // For not giving false negatives in subsequent tests. + await Task.Yield(); + } + + [UnityTest] + [LoadScene(TestScene)] + public IEnumerator AttachToUnityTest_AlreadyLoadedSceneNotInBuild() + { + var cube = GameObject.Find(ObjectName); + Assert.That(cube, Is.Not.Null); + + Object.Destroy(cube); // For not giving false negatives in subsequent tests. + yield return null; + } + } +} diff --git a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs.meta b/Tests/Runtime/Attributes/LoadSceneAttributeTest.cs.meta similarity index 100% rename from Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs.meta rename to Tests/Runtime/Attributes/LoadSceneAttributeTest.cs.meta diff --git a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs b/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs deleted file mode 100644 index a584dba..0000000 --- a/Tests/Runtime/Attributes/ScenesUsingInTestAttributeTest.cs +++ /dev/null @@ -1,73 +0,0 @@ -// Copyright (c) 2023 Koji Hasegawa. -// This software is released under the MIT License. - -using System.Collections; -using System.Diagnostics.CodeAnalysis; -using NUnit.Framework; -using TestHelper.Attributes; -using UnityEngine; -using UnityEngine.SceneManagement; -using UnityEngine.TestTools; - -[assembly: ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Assembly.unity")] - -namespace TestHelper.Attributes -{ - [TestFixture] - [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild_Class.unity")] - [SuppressMessage("ReSharper", "Unity.LoadSceneUnexistingScene")] - public class ScenesUsingInTestAttributeTest - { - [UnityTest] - public IEnumerator AttachedToAssembly_CanLoadSceneNotIncludedBuild() - { - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild_Assembly"); - var cube = GameObject.Find("CubeInNotInScenesInBuild_Assembly"); - Assert.That(cube, Is.Not.Null); - } - - [UnityTest] - public IEnumerator AttachedToClass_CanLoadSceneNotIncludedBuild() - { - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild_Class"); - var cube = GameObject.Find("CubeInNotInScenesInBuild_Class"); - Assert.That(cube, Is.Not.Null); - } - - [UnityTest] - [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild.unity")] - public IEnumerator AttachedToMethod_CanLoadSceneNotIncludedBuild() - { - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild"); - var cube = GameObject.Find("CubeInNotInScenesInBuild"); - Assert.That(cube, Is.Not.Null); - } - - [UnityTest] - [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild2.unity")] - [ScenesUsingInTest("Packages/com.nowsprinting.test-helper/Tests/Scenes/NotInScenesInBuild3.unity")] - public IEnumerator AttachedToMethodMultiple_CanLoadScenesNotIncludedBuild() - { - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild2"); - var cube2 = GameObject.Find("CubeInNotInScenesInBuild2"); - Assert.That(cube2, Is.Not.Null); - - yield return SceneManager.LoadSceneAsync("NotInScenesInBuild3"); - var cube3 = GameObject.Find("CubeInNotInScenesInBuild3"); - 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