예제 #1
0
    protected IEnumerator InitUIVisualTestScene(string testName)
    {
        yield return(InitScene());

        yield return(VisualTestHelpers.InitVisualTestsScene(testName));

        // Create UIScreenSpace
        UIScreenSpace screenSpace = TestHelpers.SharedComponentCreate <UIScreenSpace, UIScreenSpace.Model>(scene, CLASS_ID.UI_SCREEN_SPACE_SHAPE);

        yield return(screenSpace.routine);

        screenSpaceId = screenSpace.id;

        // The canvas has to be in ScreenSpaceCamera mode to be able to render the UI correctly for the snapshots
        screenSpace.canvas.renderMode    = RenderMode.ScreenSpaceCamera;
        screenSpace.canvas.worldCamera   = VisualTestController.i.camera;
        screenSpace.canvas.planeDistance = 1;

        // The camera should only render UI to decrease conflict chance with future ground changes, etc.
        VisualTestController.i.camera.cullingMask = 1 << LayerMask.NameToLayer("UI");

        int id = GameViewUtils.AddOrGetCustomSize(GameViewUtils.GameViewSizeType.FixedResolution, UnityEditor.GameViewSizeGroupType.Standalone, 1280, 720, "Test Resolution");

        GameViewUtils.SetSize(id);
    }
예제 #2
0
    protected IEnumerator InitUIVisualTestScene(string testName)
    {
        VisualTestHelpers.snapshotIndex   = 0;
        VisualTestHelpers.currentTestName = testName;

        yield return(InitScene());

        //NOTE(Brian): If we don't wait a frame, RenderingController.Awake sets the rendering state back to false.
        yield return(null);

        RenderProfileManifest.i.Initialize(RenderProfileManifest.i.testProfile);

        base.SetUp_Renderer();

        // Create UIScreenSpace
        UIScreenSpace screenSpace = TestHelpers.SharedComponentCreate <UIScreenSpace, UIScreenSpace.Model>(scene, CLASS_ID.UI_SCREEN_SPACE_SHAPE);

        yield return(screenSpace.routine);

        screenSpaceId = screenSpace.id;

        // The canvas has to be in ScreenSpaceCamera mode to be able to render the UI correctly for the snapshots
        screenSpace.canvas.renderMode    = RenderMode.ScreenSpaceCamera;
        screenSpace.canvas.worldCamera   = VisualTestController.i.camera;
        screenSpace.canvas.planeDistance = 1;

        // The camera should only render UI to decrease conflict chance with future ground changes, etc.
        VisualTestController.i.camera.cullingMask = 1 << LayerMask.NameToLayer("UI");

        int id = GameViewUtils.AddOrGetCustomSize(GameViewUtils.GameViewSizeType.FixedResolution, UnityEditor.GameViewSizeGroupType.Standalone, 1280, 720, "Test Resolution");

        GameViewUtils.SetSize(id);
    }
        public static void SizeIsAddedAndRemovedCorrectly()
        {
            GameViewUtils.AddOrGetCustomSize(GameViewUtils.GameViewSizeType.FixedResolution, GameViewSizeGroupType.Standalone, 123, 456, "Test size");

            int idx = GameViewUtils.FindSize(GameViewSizeGroupType.Standalone, 123, 456);

            Assert.AreNotEqual(-1, idx);
            GameViewUtils.RemoveCustomSize(GameViewSizeGroupType.Standalone, idx);

            idx = GameViewUtils.FindSize(GameViewSizeGroupType.Standalone, 123, 456);
            Assert.AreEqual(-1, idx);
        }