public void WhenLocatorWithAssetsInMarkedFolder_LocateWithAssetReferenceSucceeds() { CreateFolder("TestFolder1/TestFolder2", new string[] { "asset1.asset", "asset2.asset", "asset3.asset" }); var folderGUID = AssetDatabase.AssetPathToGUID(GetPath("TestFolder1")); m_Settings.CreateOrMoveEntry(folderGUID, m_Settings.DefaultGroup).address = "TF1"; var assetRef = m_Settings.CreateAssetReference(AssetDatabase.AssetPathToGUID(GetPath("TestFolder1/TestFolder2/asset1.asset"))); AssertLocateResult(new AddressableAssetSettingsLocator(m_Settings), assetRef.RuntimeKey, null, GetPath("TestFolder1/TestFolder2/asset1.asset")); }
internal override void Setup(AddressableAssetSettings settings, string tempAssetFolder) { AddressableAssetGroup assetReference = settings.CreateGroup("assetReferenceSamplesGroup", false, false, true, new List <AddressableAssetGroupSchema>(), typeof(BundledAssetGroupSchema)); GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube); AssetReferenceTestBehavior behavior = go.AddComponent <AssetReferenceTestBehavior>(); string hasBehaviorPath = tempAssetFolder + "/AssetReferenceBehavior.prefab"; string referencePath = tempAssetFolder + "/reference.prefab"; string guid = CreatePrefab(referencePath); behavior.Reference = settings.CreateAssetReference(guid); behavior.AssetReferenceAddress = referencePath.Replace("\\", "/"); PrefabUtility.SaveAsPrefabAsset(go, hasBehaviorPath); settings.CreateOrMoveEntry(AssetDatabase.AssetPathToGUID(hasBehaviorPath), assetReference, false, false).address = m_AssetReferenceObjectKey; }