[TearDown] public void Dispose() { //deletes the testing save files if (saveFile.IsOpen()) { saveFile.Close(); } SaveFile.DeleteSaveFile("testing", saveFile.GetPath()); //clear the console /*/*/ var assembly = Assembly.GetAssembly(typeof(UnityEditor.ActiveEditorTracker)); var type = assembly.GetType("UnityEditor.LogEntries"); var method = type.GetMethod("Clear"); method.Invoke(new object(), null); //*/ }
public void DeleteSaveFile() { //arrange Regex r = new Regex("(Error while deleting the save file)"); //tries to delete an already opened saveFile SaveFile.DeleteSaveFile("testing", saveFile.GetPath()); LogAssert.Expect(LogType.Error, r); //tries to delete an unexisting SaveFile (should do nothing) SaveFile.DeleteSaveFile("unexisting", saveFile.GetPath()); //deletes a save file saveFile.Close(); SaveFile.DeleteSaveFile("testing", saveFile.GetPath()); string[] list = SaveFile.GetSaveFileList(saveFile.GetPath()); Assert.IsTrue(list.Length == 0); }
public void Reset() { SaveFile.DeleteSaveFile("game"); resetButton.gameObject.SetActive(File.Exists(_path)); }
/// <summary> /// Deletes a save file and refreshes the scene UI /// </summary> /// <param name="name">the name of the save file to delete</param> public void DeleteSavefile(string name) { SaveFile.DeleteSaveFile(name); RefreshSaveFileList(); }
[TearDown] public void Dispose() { //deletes the testing save files saveFile.Close(); SaveFile.DeleteSaveFile("testing", saveFile.GetPath()); }