An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
public static class IntegrationTest
{
public const string passMessage = "IntegrationTest Pass";
public const string failMessage = "IntegrationTest Fail";
public static void Pass()
{
LogResult(passMessage);
}
public static void Pass(GameObject go)
{
LogResult(go, passMessage);
}
public static void Fail(string reason)
{
Fail();
if (!string.IsNullOrEmpty(reason)) Debug.Log(reason);
}
public static void Fail(GameObject go, string reason)
{
Fail(go);
if (!string.IsNullOrEmpty(reason)) Debug.Log(reason);
}
public static void Fail()
{
LogResult(failMessage);
}
public static void Fail(GameObject go)
{
LogResult(go, failMessage);
}
public static void Assert(bool condition)
{
Assert(condition, "");
}
public static void Assert(GameObject go, bool condition)
{
Assert(go, condition, "");
}
public static void Assert(bool condition, string message)
{
if (condition) Pass();
else Fail(message);
}
public static void Assert(GameObject go, bool condition, string message)
{
if (condition) Pass(go);
else Fail(go, message);
}
private static void LogResult(string message)
{
Debug.Log(message);
}
private static void LogResult(GameObject go, string message)
{
Debug.Log(message + " (" + FindTestObject(go).name + ")", go);
}
private static GameObject FindTestObject(GameObject go)
{
var temp = go;
while (temp.transform.parent != null)
{
if (temp.GetComponent("TestComponent") != null)
return temp;
temp = temp.transform.parent.gameObject;
}
return go;
}
#region Dynamic test attributes
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class ExcludePlatformAttribute : Attribute
{
public string[] platformsToExclude;
public ExcludePlatformAttribute(params RuntimePlatform[] platformsToExclude)
{
this.platformsToExclude = platformsToExclude.Select(platform => platform.ToString()).ToArray();
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class ExpectExceptions : Attribute
{
public string[] exceptionTypeNames;
public bool succeedOnException;
public ExpectExceptions() : this(false)
{
}
public ExpectExceptions(bool succeedOnException) : this(succeedOnException, new string[0])
{
}
public ExpectExceptions(bool succeedOnException, params string[] exceptionTypeNames)
{
this.succeedOnException = succeedOnException;
this.exceptionTypeNames = exceptionTypeNames;
}
public ExpectExceptions(bool succeedOnException, params Type[] exceptionTypes)
: this(succeedOnException, exceptionTypes.Select(type => type.FullName).ToArray())
{
}
public ExpectExceptions(params string[] exceptionTypeNames) : this(false, exceptionTypeNames)
{
}
public ExpectExceptions(params Type[] exceptionTypes) : this(false, exceptionTypes)
{
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class IgnoreAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class DynamicTestAttribute : Attribute
{
private readonly string m_SceneName;
public DynamicTestAttribute(string sceneName)
{
if (sceneName.EndsWith(".unity"))
sceneName = sceneName.Substring(0, sceneName.Length - ".unity".Length);
m_SceneName = sceneName;
}
public bool IncludeOnScene(string sceneName)
{
var fileName = Path.GetFileNameWithoutExtension(sceneName);
return fileName == m_SceneName;
}
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class SucceedWithAssertions : Attribute
{
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false)]
public class TimeoutAttribute : Attribute
{
public float timeout;
public TimeoutAttribute(float seconds)
{
timeout = seconds;
}
}
#endregion
}