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194 行
8.0 KiB

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
using UnityEditor;
using EditorSceneManagement = UnityEditor.SceneManagement;
namespace UnityEditor.TestTools.Graphics
{
/// <summary>
/// Test framework prebuild step to collect reference images for the current test run and prepare them for use in the
/// player.
/// Will also build Lightmaps for specially labelled scenes.
/// </summary>
public class SetupGraphicsTestCases
{
static string bakeLabel = "TestRunnerBake";
private static bool IsBuildingForEditorPlaymode
{
get
{
var playmodeLauncher =
typeof(RequirePlatformSupportAttribute).Assembly.GetType(
"UnityEditor.TestTools.TestRunner.PlaymodeLauncher");
var isRunningField = playmodeLauncher.GetField("IsRunning");
return (bool)isRunningField.GetValue(null);
}
}
public void Setup()
{
Setup(EditorGraphicsTestCaseProvider.ReferenceImagesRoot);
}
public void Setup(string rootImageTemplatePath)
{
ColorSpace colorSpace;
BuildTarget buildPlatform;
RuntimePlatform runtimePlatform;
GraphicsDeviceType[] graphicsDevices;
// Figure out if we're preparing to run in Editor playmode, or if we're building to run outside the Editor
if (IsBuildingForEditorPlaymode)
{
colorSpace = QualitySettings.activeColorSpace;
buildPlatform = BuildTarget.NoTarget;
runtimePlatform = Application.platform;
graphicsDevices = new[] {SystemInfo.graphicsDeviceType};
}
else
{
buildPlatform = EditorUserBuildSettings.activeBuildTarget;
runtimePlatform = Utils.BuildTargetToRuntimePlatform(buildPlatform);
colorSpace = PlayerSettings.colorSpace;
graphicsDevices = PlayerSettings.GetGraphicsAPIs(buildPlatform);
}
var bundleBuilds = new List<AssetBundleBuild>();
foreach (var api in graphicsDevices)
{
var images = EditorGraphicsTestCaseProvider.CollectReferenceImagePathsFor(rootImageTemplatePath, colorSpace, runtimePlatform, api);
Utils.SetupReferenceImageImportSettings(images.Values);
if (buildPlatform == BuildTarget.NoTarget)
continue;
bundleBuilds.Add(new AssetBundleBuild
{
assetBundleName = string.Format("referenceimages-{0}-{1}-{2}", colorSpace, runtimePlatform, api),
addressableNames = images.Keys.ToArray(),
assetNames = images.Values.ToArray()
});
}
if (bundleBuilds.Count > 0)
{
if (!Directory.Exists("Assets/StreamingAssets"))
Directory.CreateDirectory("Assets/StreamingAssets");
foreach (var bundle in bundleBuilds)
{
BuildPipeline.BuildAssetBundles("Assets/StreamingAssets", new [] { bundle }, BuildAssetBundleOptions.None,
buildPlatform);
}
}
// For each scene in the build settings, force build of the lightmaps if it has "DoLightmap" label.
// Note that in the PreBuildSetup stage, TestRunner has already created a new scene with its testing monobehaviours
Scene trScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(0);
foreach( EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
{
SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path);
var labels = new System.Collections.Generic.List<string>(AssetDatabase.GetLabels(sceneAsset));
if ( labels.Contains(bakeLabel) )
{
EditorSceneManagement.EditorSceneManager.OpenScene(scene.path, EditorSceneManagement.OpenSceneMode.Additive);
Scene currentScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(1);
EditorSceneManagement.EditorSceneManager.SetActiveScene(currentScene);
Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand;
Lightmapping.Bake();
EditorSceneManagement.EditorSceneManager.SaveScene( currentScene );
EditorSceneManagement.EditorSceneManager.SetActiveScene(trScene);
EditorSceneManagement.EditorSceneManager.CloseScene(currentScene, true);
}
}
if (!IsBuildingForEditorPlaymode)
new CreateSceneListFileFromBuildSettings().Setup();
}
static string lightmapDataGitIgnore = @"Lightmap-*_comp*
LightingData.*
ReflectionProbe-*";
[MenuItem("Assets/Tests/Toggle Scene for Bake")]
public static void LabelSceneForBake()
{
UnityEngine.Object[] sceneAssets = Selection.GetFiltered(typeof(SceneAsset), SelectionMode.DeepAssets);
EditorSceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
EditorSceneManagement.SceneSetup[] previousSceneSetup = EditorSceneManagement.EditorSceneManager.GetSceneManagerSetup();
foreach (UnityEngine.Object sceneAsset in sceneAssets)
{
List<string> labels = new System.Collections.Generic.List<string>(AssetDatabase.GetLabels(sceneAsset));
string scenePath = AssetDatabase.GetAssetPath(sceneAsset);
string gitIgnorePath = Path.Combine( Path.Combine( Application.dataPath.Substring(0, Application.dataPath.Length-6), scenePath.Substring(0, scenePath.Length-6) ) , ".gitignore" );
if (labels.Contains(bakeLabel))
{
labels.Remove(bakeLabel);
File.Delete(gitIgnorePath);
}
else
{
labels.Add(bakeLabel);
string sceneLightingDataFolder = Path.Combine( Path.GetDirectoryName(scenePath), Path.GetFileNameWithoutExtension(scenePath) );
if ( !AssetDatabase.IsValidFolder(sceneLightingDataFolder) )
AssetDatabase.CreateFolder( Path.GetDirectoryName(scenePath), Path.GetFileNameWithoutExtension(scenePath) );
File.WriteAllText(gitIgnorePath, lightmapDataGitIgnore);
EditorSceneManagement.EditorSceneManager.OpenScene(scenePath, EditorSceneManagement.OpenSceneMode.Single);
EditorSceneManagement.EditorSceneManager.SetActiveScene( EditorSceneManagement.EditorSceneManager.GetSceneAt(0) );
Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand;
EditorSceneManagement.EditorSceneManager.SaveScene( EditorSceneManagement.EditorSceneManager.GetSceneAt(0) );
}
AssetDatabase.SetLabels( sceneAsset, labels.ToArray() );
}
AssetDatabase.Refresh();
if (previousSceneSetup.Length == 0)
EditorSceneManagement.EditorSceneManager.NewScene(EditorSceneManagement.NewSceneSetup.DefaultGameObjects, EditorSceneManagement.NewSceneMode.Single);
else
EditorSceneManagement.EditorSceneManager.RestoreSceneManagerSetup(previousSceneSetup);
}
[MenuItem("Assets/Tests/Toggle Scene for Bake", true)]
public static bool LabelSceneForBake_Test()
{
return IsSceneAssetSelected();
}
public static bool IsSceneAssetSelected()
{
UnityEngine.Object[] sceneAssets = Selection.GetFiltered(typeof(SceneAsset), SelectionMode.DeepAssets);
return sceneAssets.Length != 0;
}
}
}