An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

142 lines
4.4 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityTest
{
[Serializable]
public class TestResult : ITestResult, IComparable<TestResult>
{
private readonly GameObject m_Go;
private string m_Name;
public ResultType resultType = ResultType.NotRun;
public double duration;
public string messages;
public string stacktrace;
public string id;
public bool dynamicTest;
public TestComponent TestComponent;
public GameObject GameObject
{
get { return m_Go; }
}
public TestResult(TestComponent testComponent)
{
TestComponent = testComponent;
m_Go = testComponent.gameObject;
id = testComponent.gameObject.GetInstanceID().ToString();
dynamicTest = testComponent.dynamic;
if (m_Go != null) m_Name = m_Go.name;
if (dynamicTest)
id = testComponent.dynamicTypeName;
}
public void Update(TestResult oldResult)
{
resultType = oldResult.resultType;
duration = oldResult.duration;
messages = oldResult.messages;
stacktrace = oldResult.stacktrace;
}
public enum ResultType
{
Success,
Failed,
Timeout,
NotRun,
FailedException,
Ignored
}
public void Reset()
{
resultType = ResultType.NotRun;
duration = 0f;
messages = "";
stacktrace = "";
}
#region ITestResult implementation
public TestResultState ResultState {
get
{
switch (resultType)
{
case ResultType.Success: return TestResultState.Success;
case ResultType.Failed: return TestResultState.Failure;
case ResultType.FailedException: return TestResultState.Error;
case ResultType.Ignored: return TestResultState.Ignored;
case ResultType.NotRun: return TestResultState.Skipped;
case ResultType.Timeout: return TestResultState.Cancelled;
default: throw new Exception();
}
}
}
public string Message { get { return messages; } }
public string Logs { get { return null; } }
public bool Executed { get { return resultType != ResultType.NotRun; } }
public string Name { get { if (m_Go != null) m_Name = m_Go.name; return m_Name; } }
public string Id { get { return id; } }
public bool IsSuccess { get { return resultType == ResultType.Success; } }
public bool IsTimeout { get { return resultType == ResultType.Timeout; } }
public double Duration { get { return duration; } }
public string StackTrace { get { return stacktrace; } }
public string FullName {
get
{
var fullName = Name;
if (m_Go != null)
{
var tempGo = m_Go.transform.parent;
while (tempGo != null)
{
fullName = tempGo.name + "." + fullName;
tempGo = tempGo.transform.parent;
}
}
return fullName;
}
}
public bool IsIgnored { get { return resultType == ResultType.Ignored; } }
public bool IsFailure
{
get
{
return resultType == ResultType.Failed
|| resultType == ResultType.FailedException
|| resultType == ResultType.Timeout;
}
}
#endregion
#region IComparable, GetHashCode and Equals implementation
public override int GetHashCode()
{
return id.GetHashCode();
}
public int CompareTo(TestResult other)
{
var result = Name.CompareTo(other.Name);
if (result == 0)
result = m_Go.GetInstanceID().CompareTo(other.m_Go.GetInstanceID());
return result;
}
public override bool Equals(object obj)
{
if (obj is TestResult)
return GetHashCode() == obj.GetHashCode();
return base.Equals(obj);
}
#endregion
}
}