public virtual void TearDown() { if (!m_Initialized) { return; } try { InputSystem.Restore(); runtime.Dispose(); // Unhook from play mode state changes. #if UNITY_EDITOR if (m_OnPlayModeStateChange != null) { EditorApplication.playModeStateChanged -= m_OnPlayModeStateChange; } #endif // Re-enable input debugger. #if UNITY_EDITOR InputDebuggerWindow.Enable(); #endif } catch (Exception exception) { Debug.LogError("Failed to shut down and restore input system after test " + TestContext.CurrentContext.Test.Name); Debug.LogException(exception); throw; } m_Initialized = false; }
public virtual void TearDown() { try { // Destroy any GameObject in the current scene that isn't hidden and isn't the // test runner object. Do this first so that any cleanup finds the system in the // state it expects. var scene = SceneManager.GetActiveScene(); foreach (var go in scene.GetRootGameObjects()) { if (go.hideFlags != 0 || go.name.Contains("tests runner")) { continue; } Object.DestroyImmediate(go); } InputSystem.Restore(); runtime.Dispose(); // Re-enable input debugger. #if UNITY_EDITOR InputDebuggerWindow.Enable(); #endif } catch (Exception exception) { Debug.LogError("Failed to shut down and restore input system after test " + TestContext.CurrentContext.Test.Name); Debug.LogException(exception); throw; } }
public virtual void TearDown() { if (!m_Initialized) { return; } try { // Destroy any GameObject in the current scene that isn't hidden and isn't the // test runner object. Do this first so that any cleanup finds the system in the // state it expects. var scene = SceneManager.GetActiveScene(); foreach (var go in scene.GetRootGameObjects()) { if (go.hideFlags != 0 || go.name.Contains("tests runner")) { continue; } Object.DestroyImmediate(go); } InputSystem.Restore(); runtime.Dispose(); // Unhook from play mode state changes. #if UNITY_EDITOR if (m_OnPlayModeStateChange != null) { EditorApplication.playModeStateChanged -= m_OnPlayModeStateChange; } #endif // Re-enable input debugger. #if UNITY_EDITOR InputDebuggerWindow.Enable(); #endif } catch (Exception exception) { Debug.LogError("Failed to shut down and restore input system after test " + TestContext.CurrentContext.Test.Name); Debug.LogException(exception); throw; } m_Initialized = false; }