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