using UnityEngine; namespace UnityEditor.ShaderGraph.UnitTests { /* [TestFixture] public class PropertyGeneratorTests { [OneTimeSetUp] public void RunBeforeAnyTests() { Debug.unityLogger.logHandler = new ConsoleLogHandler(); } private const string kPropertyName = "ThePropertyName"; private const string kPropertyDescription = "ThePropertyDescription"; [Test] public void TestCanAddPropertyChunkToPropertyGenerator() { var chunk = new FloatPropertyChunk(kPropertyName, kPropertyDescription, 0.5f, PropertyChunk.HideState.Visible); var generator = new PropertyCollector(); generator.AddShaderProperty(chunk); Assert.AreNotEqual(string.Empty, generator.GetPropertiesBlock(0)); } [Test] public void TestCanGetShaderStringWithIndentWorks() { var chunk = new FloatPropertyChunk(kPropertyName, kPropertyDescription, 0.5f, PropertyChunk.HideState.Visible); var generator = new PropertyCollector(); generator.AddShaderProperty(chunk); Assert.AreEqual(0, generator.GetPropertiesBlock(0).Count(x => x == '\t')); Assert.AreEqual(1, generator.GetPropertiesBlock(1).Count(x => x == '\t')); Assert.AreEqual(2, generator.GetPropertiesBlock(2).Count(x => x == '\t')); } [Test] public void TestCanGetConfiguredTextureInfos() { var chunk = new TexturePropertyChunk(kPropertyName, kPropertyDescription, null, TextureType.Bump, PropertyChunk.HideState.Visible, TexturePropertyChunk.ModifiableState.Modifiable); var generator = new PropertyCollector(); generator.AddShaderProperty(chunk); var infos = generator.GetConfiguredTexutres(); Assert.AreEqual(1, infos.Count); Assert.AreEqual(kPropertyName, infos[0].name); Assert.AreEqual(0, infos[0].textureId); Assert.AreEqual(TexturePropertyChunk.ModifiableState.Modifiable, infos[0].modifiable); } }*/ }