SetConsoleErrorPause() public static méthode

public static SetConsoleErrorPause ( bool b ) : void
b bool
Résultat void
        private static void RunInEditor(List <string> sceneList)
        {
            CheckActiveBuildTarget();

            NetworkResultsReceiver.StopReceiver();
            if (sceneList == null || sceneList.Count == 0)
            {
                Debug.Log("No scenes on the list");
                EditorApplication.Exit(returnCodeRunError);
                return;
            }
            EditorBuildSettings.scenes = sceneList.Select(s => new EditorBuildSettingsScene(s, true)).ToArray();
            EditorApplication.OpenScene(sceneList.First());
            GuiHelper.SetConsoleErrorPause(false);

            var config = new PlatformRunnerConfiguration
            {
                resultsDir  = GetParameterArgument(k_ResultFileDirParam),
                ipList      = TestRunnerConfigurator.GetAvailableNetworkIPs(),
                port        = PlatformRunnerConfiguration.TryToGetFreePort(),
                runInEditor = true,
            };

            var settings = new PlayerSettingConfigurator(true);

            settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs()));

            NetworkResultsReceiver.StartReceiver(config);

            EditorApplication.isPlaying = true;
        }
Exemple #2
0
 public void RunFinished(List <TestResult> testResults)
 {
     EditorApplication.isPlaying = false;
     EditorUtility.ClearProgressBar();
     GuiHelper.SetConsoleErrorPause(consoleErrorOnPauseValue);
     PlayerSettings.runInBackground = runInBackground;
 }
Exemple #3
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        private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes)
        {
            CheckActiveBuildTarget();

            // Steve V. 2016 - This causes exceptions and it's a feature I don't care about
            //NetworkResultsReceiver.StopReceiver();

            if (testScenes == null || testScenes.Count == 0)
            {
                Debug.Log("No test scenes on the list");
                EditorApplication.Exit(returnCodeRunError);
                return;
            }
            EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray();
            EditorApplication.OpenScene(testScenes.First());
            GuiHelper.SetConsoleErrorPause(false);

            var config = new PlatformRunnerConfiguration
            {
                resultsDir  = GetParameterArgument(k_ResultFileDirParam),
                ipList      = TestRunnerConfigurator.GetAvailableNetworkIPs(),
                port        = PlatformRunnerConfiguration.TryToGetFreePort(),
                runInEditor = true
            };

            var settings = new PlayerSettingConfigurator(true);

            settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs()));

            // Steve V. 2016 - This causes exceptions and it's a feature I don't care about
            //NetworkResultsReceiver.StartReceiver(config);

            EditorApplication.isPlaying = true;
        }
            public RunnerCallback(IntegrationTestsRunnerWindow window)
            {
                m_Window = window;

                m_ConsoleErrorOnPauseValue = GuiHelper.GetConsoleErrorPause();
                GuiHelper.SetConsoleErrorPause(false);
                m_RunInBackground = PlayerSettings.runInBackground;
                PlayerSettings.runInBackground = true;
            }
 public void RunFinished(List <TestResult> testResults)
 {
     m_Window.SetCurrentTest(null);
     m_CurrentTest               = null;
     EditorApplication.update   -= OnEditorUpdate;
     EditorApplication.isPlaying = false;
     EditorUtility.ClearProgressBar();
     GuiHelper.SetConsoleErrorPause(m_ConsoleErrorOnPauseValue);
     PlayerSettings.runInBackground = m_RunInBackground;
 }
Exemple #6
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 private static void RunInEditor(List <string> sceneList)
 {
     if (sceneList == null || sceneList.Count == 0)
     {
         Debug.Log("No scenes on the list");
         EditorApplication.Exit(0);
         return;
     }
     EditorBuildSettings.scenes = sceneList.Select(s => new EditorBuildSettingsScene(s, true)).ToArray();
     EditorApplication.OpenScene(sceneList.First());
     GuiHelper.SetConsoleErrorPause(false);
     EditorApplication.isPlaying = true;
 }
Exemple #7
0
        private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes)
        {
            CheckActiveBuildTarget();

            NetworkResultsReceiver.StopReceiver();
            if (testScenes == null || testScenes.Count == 0)
            {
                Debug.Log("No test scenes on the list");
                EditorApplication.Exit(returnCodeRunError);
                return;
            }

            string previousScenesXml = "";
            var    serializer        = new System.Xml.Serialization.XmlSerializer(typeof(EditorBuildSettingsScene[]));

            using (StringWriter textWriter = new StringWriter())
            {
                serializer.Serialize(textWriter, EditorBuildSettings.scenes);
                previousScenesXml = textWriter.ToString();
            }

            EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray();

#if UNITY_5_3_OR_NEWER
            EditorSceneManager.OpenScene(testScenes.First());
#else
            EditorApplication.LoadLevelInPlayMode(testScenes.First());
#endif
            GuiHelper.SetConsoleErrorPause(false);

            var config = new PlatformRunnerConfiguration
            {
                resultsDir  = GetParameterArgument(k_ResultFileDirParam),
                ipList      = TestRunnerConfigurator.GetAvailableNetworkIPs(),
                port        = PlatformRunnerConfiguration.TryToGetFreePort(),
                runInEditor = true
            };

            var settings = new PlayerSettingConfigurator(true);
            settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs()));
            settings.AddConfigurationFile(TestRunnerConfigurator.testScenesToRun, string.Join("\n", testScenes.ToArray()));
            settings.AddConfigurationFile(TestRunnerConfigurator.previousScenes, previousScenesXml);

            NetworkResultsReceiver.StartReceiver(config);

            EditorApplication.isPlaying = true;
        }