public static void FindCommonAncestorsWithinListWorks()
        {
            // Arrange
            var list = new List <TestElement>();

            list.Add(new TestElement("root", -1));
            list.Add(new TestElement("A", 0));
            var b0 = new TestElement("B", 0);
            var b1 = new TestElement("Bchild", 1);
            var b2 = new TestElement("Bchildchild", 2);

            list.Add(b0);
            list.Add(b1);
            list.Add(b2);

            var c0 = new TestElement("C", 0);

            list.Add(c0);

            var f0 = new TestElement("F", 0);
            var f1 = new TestElement("Fchild", 1);
            var f2 = new TestElement("Fchildchild", 2);

            list.Add(f0);
            list.Add(f1);
            list.Add(f2);

            // Init tree structure: set Children and Parent properties
            TreeElementUtility.ListToTree(list);


            // Single element
            TestElement[] input          = { b1 };
            TestElement[] expectedResult = { b1 };
            var           result         = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray();

            Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result), "Single input should return single output");

            // Single sub tree
            input          = new[] { b1, b2 };
            expectedResult = new[] { b1 };
            result         = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray();
            Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result), "Common ancestor should only be b1 ");

            // Multiple sub trees
            input          = new[] { b0, b2, f0, f2, c0 };
            expectedResult = new[] { b0, f0, c0 };
            result         = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray();
            Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result),
                          "Common ancestor should only be b0, f0, c0");
        }
Esempio n. 2
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    void OnInspectorUpdate()
    {
        if (!EditorApplication.currentScene.Equals(currentScene))
        {
            OnProjectChange();
        }

        if (EditorWindow.focusedWindow != null && EditorWindow.focusedWindow.ToString().Contains("BuildPlayerWindow"))
        {
            // not really working, can't seem to find a way to properly check for editorbuildsettings changes.
            if (!ArrayUtility.ArrayEquals <EditorBuildSettingsScene>(CachedEditorBuildSettings, EditorBuildSettings.scenes))
            {
                if (debug)
                {
                    Debug.Log("BuildPlayerWindow refresh");
                }
                ParseGetEditorBuildSettings();
                Repaint();
            }
        }
    }