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using System;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.Perception.Randomization.Randomizers;
using UnityEngine.Perception.Randomization.Scenarios;
using Object = UnityEngine.Object;
namespace EditorTests
{
[TestFixture]
public class RandomizerEditorTests
{
GameObject m_TestObject;
FixedLengthScenario m_Scenario;
[SetUp]
public void Setup()
{
m_TestObject = new GameObject();
m_Scenario = m_TestObject.AddComponent<FixedLengthScenario>();
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_TestObject);
}
[Test]
public void RandomizerOnCreateMethodNotCalledInEditMode()
{
// TestRandomizer.OnCreate() should NOT be called here while in edit-mode
// if ScenarioBase.CreateRandomizer<>() was coded correctly
Assert.DoesNotThrow(() =>
{
m_Scenario.AddRandomizer(new ErrorsOnCreateTestRandomizer());
});
}
}
[Serializable]
[AddRandomizerMenu("Test Randomizers/Errors OnCreate Test Randomizer")]
class ErrorsOnCreateTestRandomizer : Randomizer
{
public GameObject testGameObject;
protected override void OnAwake()
{
// This line should throw a NullReferenceException
testGameObject.transform.position = Vector3.zero;
}
protected override void OnIterationStart()
{
testGameObject = new GameObject("Test");
}
}
}