public void Setup() { _coreCache = new ClassTypeCache(); _coreCache.AddTypeWithAttribute <Monobehavior2, ValidateAttribute>(); _logger = new AssetValidatorLogger(); _sValidatorManager = new ActiveSceneValidatorManager(_coreCache, _logger); }
public void Setup() { _coreCache = new ClassTypeCache(); _coreCache.AddTypeWithAttribute <MonoBehaviourTwo, ValidateAttribute>(); _logCache = new LogCache(); _pValidatorManager = new ProjectAssetValidatorManager(_coreCache, _logCache); }
public void Setup() { _coreCache = new ClassTypeCache(); _coreCache.AddTypeWithAttribute <MonoBehaviourTwo, ValidateAttribute>(); _logCache = new LogCache(); _sValidatorManager = new ActiveSceneValidatorManager(_coreCache, _logCache); }
public BaseInstanceValidatorManager(ClassTypeCache cache, AssetValidatorLogger logger) : base(logger) { _cache = cache; _instanceValidatorCache = new InstanceValidatorCache(); InitValidatorLookup(); }
public void FindAndAddMissingTypes() { var classCache = new ClassTypeCache(); classCache.IgnoreAttribute <OnlyIncludeInTestsAttribute>(); classCache.AddTypeWithAttribute <BaseFieldValidator, ValidatorTargetAttribute>(); classCache.AddTypeWithAttribute <BaseObjectValidator, ValidatorTargetAttribute>(); classCache.AddTypeWithAttribute <BaseCrossSceneValidator, ValidatorTargetAttribute>(); classCache.AddTypeWithAttribute <BaseProjectValidator, ValidatorTargetAttribute>(); var validatorTargets = classCache.Types.Select(x => { var vValidatorAttr = (ValidatorTargetAttribute)x.GetCustomAttributes(typeof(ValidatorTargetAttribute), false)[0]; return(vValidatorAttr); }).ToArray(); if (OverrideItems == null) { OverrideItems = new List <OverrideItem>(); } // Remove any missing override items that no longer exist for (var i = OverrideItems.Count - 1; i > 0; i--) { if (validatorTargets.Any(x => x.Symbol == OverrideItems[i].symbol)) { continue; } OverrideItems.Remove(OverrideItems[i]); } for (var i = 0; i < validatorTargets.Length; i++) { var vValidatorAttr = validatorTargets[i]; // If we have never cached this type before, create a reference to it by way of symbol // Otherwise grab the existing reference and reassign the type. if (OverrideItems.All(x => x.symbol != vValidatorAttr.Symbol)) { var oItem = new OverrideItem() { enabled = true, symbol = vValidatorAttr.Symbol, type = classCache[i] }; OverrideItems.Add(oItem); } else { var overrideItem = OverrideItems.First(x => x.symbol == vValidatorAttr.Symbol); overrideItem.type = classCache[i]; } } }
public AssetValidatorRunner(AssetValidatorLogger logger, SceneValidationMode vmode) { _scenePaths = AssetValidatorUtility.GetScenePaths(vmode); _logger = logger; _cache = new ClassTypeCache(); // Ensure any unit test types do not get picked up for validation. _cache.IgnoreType <Monobehavior2>(); _cache.IgnoreAttribute <OnlyIncludeInTestsAttribute>(); // Find all objects for validation _cache.AddTypeWithAttribute <MonoBehaviour, ValidateAttribute>(); // Add all disabled logs for this run AssetValidatorOverrideConfig.FindOrCreate().AddDisabledLogs(logger); _isRunning = true; _runningTime = EditorApplication.timeSinceStartup; }
public void Setup() { classTypeCache = new ClassTypeCache(); }
public ProjectAssetValidatorManager(ClassTypeCache cache, AssetValidatorLogger logger) : base(cache, logger) { _continueSearchProgress = 0; _allPrefabGUIDs = AssetDatabase.FindAssets("t:Prefab"); }
public ActiveSceneValidatorManager(ClassTypeCache cache, AssetValidatorLogger logger) : base(cache, logger) { }