您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
90 行
3.6 KiB
90 行
3.6 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using NUnit.Framework;
|
|
using UnityEditor;
|
|
using UnityEditor.Build.Reporting;
|
|
using UnityEditor.TestTools;
|
|
using UnityEngine;
|
|
using UnityEngine.TestTools;
|
|
|
|
namespace EditorTests.BuildTests
|
|
{
|
|
public class BuildPerceptionPlayer
|
|
{
|
|
List<EditorBuildSettingsScene> m_EditorBuildSettingsScenes = new List<EditorBuildSettingsScene>();
|
|
BuildSummary m_Summary;
|
|
string m_BuildPath = "Build/PerceptionBuild";
|
|
|
|
[SetUp]
|
|
public void SetUp()
|
|
{
|
|
TestsScenesPath();
|
|
}
|
|
|
|
[UnityPlatform(RuntimePlatform.WindowsEditor)]
|
|
[RequirePlatformSupport(BuildTarget.StandaloneWindows64)]
|
|
[Test]
|
|
public void BuildPlayerStandaloneWindows64()
|
|
{
|
|
BuildPlayer(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, m_BuildPath, BuildOptions.None, out _, out m_Summary);
|
|
Assert.AreEqual(BuildResult.Succeeded, m_Summary.result, " BuildTarget.StandaloneWindows64 failed to build");
|
|
}
|
|
|
|
[RequirePlatformSupport(BuildTarget.StandaloneLinux64)]
|
|
[Test]
|
|
public void BuildPlayerLinux()
|
|
{
|
|
BuildPlayer(BuildTargetGroup.Standalone, BuildTarget.StandaloneLinux64, m_BuildPath, BuildOptions.None, out _, out m_Summary);
|
|
Assert.AreEqual(BuildResult.Succeeded, m_Summary.result, "BuildTarget.StandaloneLinux64 failed to build");
|
|
}
|
|
|
|
[UnityPlatform(RuntimePlatform.OSXEditor)]
|
|
[RequirePlatformSupport(BuildTarget.StandaloneOSX)]
|
|
[Test]
|
|
public void BuildPlayerOSX()
|
|
{
|
|
BuildPlayer(BuildTargetGroup.Standalone, BuildTarget.StandaloneOSX, m_BuildPath, BuildOptions.None, out _, out m_Summary);
|
|
Assert.AreEqual(BuildResult.Succeeded, m_Summary.result, "BuildTarget.StandaloneLinux64 failed to build");
|
|
}
|
|
|
|
public void TestsScenesPath()
|
|
{
|
|
var allpaths = AssetDatabase.GetAllAssetPaths();
|
|
foreach (var targetPath in allpaths)
|
|
{
|
|
if (targetPath.Contains("com.unity.perception") &&
|
|
targetPath.Contains("Runtime") &&
|
|
targetPath.Contains("ScenarioTests") &&
|
|
targetPath.Contains("Scenes"))
|
|
{
|
|
if (targetPath.Contains("BaseScene.unity"))
|
|
{
|
|
Debug.Log("Scenes Path : " + targetPath);
|
|
m_EditorBuildSettingsScenes.Add(new EditorBuildSettingsScene(targetPath, true));
|
|
}
|
|
else if (targetPath.EndsWith(".unity"))
|
|
if (targetPath.EndsWith(".unity"))
|
|
{
|
|
Debug.Log("Scenes Path : " + targetPath);
|
|
|
|
m_EditorBuildSettingsScenes.Add(new EditorBuildSettingsScene(targetPath, true));
|
|
}
|
|
}
|
|
EditorBuildSettings.scenes = m_EditorBuildSettingsScenes.ToArray();
|
|
}
|
|
}
|
|
|
|
void BuildPlayer(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string buildOutputPath, BuildOptions buildOptions,
|
|
out BuildReport buildReport, out BuildSummary buildSummary)
|
|
{
|
|
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
|
|
buildPlayerOptions.locationPathName = buildOutputPath;
|
|
buildPlayerOptions.target = buildTarget;
|
|
buildPlayerOptions.options = buildOptions;
|
|
buildPlayerOptions.targetGroup = buildTargetGroup;
|
|
|
|
buildReport = BuildPipeline.BuildPlayer(buildPlayerOptions);
|
|
buildSummary = buildReport.summary;
|
|
}
|
|
}
|
|
}
|