Beispiel #1
0
    static void RunAllTestsIOS()
    {
        try {
            AltUnityTesterEditor.InitEditorConfiguration();
            UnityEngine.Debug.Log("Started running test");
            System.Reflection.Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
            System.Reflection.Assembly   assembly   = assemblies.FirstOrDefault(assemblyName => assemblyName.GetName().Name.Equals("Assembly-CSharp-Editor"));

            var testSuite2 = (NUnit.Framework.Internal.TestSuite) new NUnit.Framework.Api.DefaultTestAssemblyBuilder().Build(assembly, new System.Collections.Generic.Dictionary <string, object>());

            NUnit.Framework.Internal.Filters.OrFilter filter = new NUnit.Framework.Internal.Filters.OrFilter();
            foreach (var test in testSuite2.Tests)
            {
                foreach (var t in test.Tests)
                {
                    UnityEngine.Debug.Log(t.FullName);
                    filter.Add(new NUnit.Framework.Internal.Filters.FullNameFilter(t.FullName));
                }
            }

            NUnit.Framework.Interfaces.ITestListener listener = new TestRunListener(null);
            var testAssemblyRunner = new NUnit.Framework.Api.NUnitTestAssemblyRunner(new NUnit.Framework.Api.DefaultTestAssemblyBuilder());
            testAssemblyRunner.Load(assembly, new System.Collections.Generic.Dictionary <string, object>());
            var result = testAssemblyRunner.Run(listener, filter);
            if (result.FailCount > 0)
            {
                UnityEditor.EditorApplication.Exit(1);
            }
        } catch (System.Exception e) {
            UnityEngine.UnityEngine.Debug.LogError(e);
            UnityEditor.EditorApplication.Exit(1);
        }
    }
Beispiel #2
0
    public static void BuildAndroidFromUI(bool autoRun = false)
    {
        try {
            AltUnityTesterEditor.InitEditorConfiguration();
            InitBuildSetup(UnityEditor.BuildTargetGroup.Android);
            UnityEngine.Debug.Log("Starting Android build..." + UnityEditor.PlayerSettings.productName + " : " + UnityEditor.PlayerSettings.bundleVersion);
            UnityEditor.BuildPlayerOptions buildPlayerOptions = new UnityEditor.BuildPlayerOptions();
            buildPlayerOptions.locationPathName = AltUnityTesterEditor.EditorConfiguration.OutputPathName + ".apk";
            buildPlayerOptions.scenes           = GetScenesForBuild();

            buildPlayerOptions.target = UnityEditor.BuildTarget.Android;
            if (autoRun)
            {
                buildPlayerOptions.options = UnityEditor.BuildOptions.Development | UnityEditor.BuildOptions.AutoRunPlayer;
            }
            else
            {
                buildPlayerOptions.options = UnityEditor.BuildOptions.Development;
            }
            var results = UnityEditor.BuildPipeline.BuildPlayer(buildPlayerOptions);



#if UNITY_2017
            if (results.Equals(""))
            {
                UnityEngine.Debug.Log("No Build Errors");
            }
            else
            {
                UnityEngine.Debug.LogError("Build Error!");
            }
#else
            if (results.summary.totalErrors == 0)
            {
                UnityEngine.Debug.Log("No Build Errors");
            }
            else
            {
                UnityEngine.Debug.LogError("Build Error! " + results.steps + "\n Result: " + results.summary.result +
                                           "\n Stripping info: " + results.strippingInfo);
            }
#endif

            UnityEngine.Debug.Log("Finished. " + UnityEditor.PlayerSettings.productName + " : " + UnityEditor.PlayerSettings.bundleVersion);
        } catch (System.Exception e) {
            UnityEngine.Debug.LogError(e);
        } finally {
            built = true;
            ResetBuildSetup(UnityEditor.BuildTargetGroup.Android);
        }
    }
Beispiel #3
0
    private static string[] GetScenesForBuild()
    {
        if (AltUnityTesterEditor.EditorConfiguration.Scenes.Count == 0)
        {
            AltUnityTesterEditor.AddAllScenes();
            AltUnityTesterEditor.SelectAllScenes();
        }
        List <string> sceneList = new List <string>();

        foreach (var scene in AltUnityTesterEditor.EditorConfiguration.Scenes)
        {
            if (scene.ToBeBuilt)
            {
                sceneList.Add(scene.Path);
            }
        }

        InsertAltUnityInTheFirstScene();


        return(sceneList.ToArray());
    }
Beispiel #4
0
 public static void ShowWindow()
 {
     //Show existing window instance. If one doesn't exist, make one.
     _window = (AltUnityTesterEditor)GetWindow(typeof(AltUnityTesterEditor));
     _window.Show();
 }