54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.TestTools;
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namespace UnityEditor.AddressableAssets.Tests
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{
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public class DomainReloadTests
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{
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#if UNITY_2020_2_OR_NEWER
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bool savedState;
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EnterPlayModeOptions savedOptions;
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[UnitySetUp]
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public IEnumerator RuntimeSetup()
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{
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savedState = EditorSettings.enterPlayModeOptionsEnabled;
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EditorSettings.enterPlayModeOptionsEnabled = true;
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savedOptions = EditorSettings.enterPlayModeOptions;
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EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload;
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Addressables.reinitializeAddressables = true;
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Assert.False(Application.isPlaying);
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yield return new EnterPlayMode(false);
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}
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[UnityTearDown]
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public IEnumerator RuntimeTearDown()
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{
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yield return new ExitPlayMode();
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EditorSettings.enterPlayModeOptionsEnabled = savedState;
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EditorSettings.enterPlayModeOptions = savedOptions;
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#if !UNITY_EDITOR
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Assert.IsTrue(Addressables.reinitializeAddressables);
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#endif
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Assert.False(Application.isPlaying);
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}
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#endif
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[Test]
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[Platform(Exclude = "OSX")]
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public void DomainReloadTests_ReInitAddressablesFlagIsSetCorrectly_WhenExitingPlaymode()
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{
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#if !UNITY_2020_2_OR_NEWER
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Assert.Ignore($"Skipping Domain Reload test {nameof(DomainReloadTests_ReInitAddressablesFlagIsSetCorrectly_WhenExitingPlaymode)}, Domain Reload tests supported from 2020.2+");
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#else
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Assert.True(Application.isPlaying);
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Addressables.ResolveInternalId("DummyString"); //just need this so m_Addressables property gets called
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Assert.IsFalse(Addressables.reinitializeAddressables);
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#endif
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}
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}
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}
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