상속: MonoBehaviour
예제 #1
0
    private IEnumerator timeoutCheck()
    {
        LeanTester leanTester = null;
        float      single     = Time.realtimeSinceStartup + leanTester.timeout;

        while (Time.realtimeSinceStartup < single)
        {
            yield return(0);
        }
        if (!LeanTest.testsFinished)
        {
            UnityEngine.Debug.Log(LeanTest.formatB("Tests timed out!"));
            LeanTest.overview();
        }
    }
예제 #2
0
    public static void expect(bool didPass, string definition, string failExplaination = null)
    {
        float len        = printOutLength(definition);
        int   paddingLen = 40 - (int)(len * 1.05f);

#if UNITY_FLASH
        string padding = padRight(paddingLen);
#else
        string padding = "".PadRight(paddingLen, "_"[0]);
#endif
        string logName = formatB(definition) + " " + padding + " [ " +
                         (didPass ? formatC("pass", "green") : formatC("fail", "red")) + " ]";
        if (didPass == false && failExplaination != null)
        {
            logName += " - " + failExplaination;
        }
        Debug.Log(logName);
        if (didPass)
        {
            passes++;
        }
        tests++;

        // Debug.Log("tests:"+tests+" expected:"+expected);
        if (tests == expected && testsFinished == false)
        {
            overview();
        }
        else if (tests > expected)
        {
            Debug.Log(formatB("Too many tests for a final report!") + " set LeanTest.expected = " + tests);
        }

        if (timeoutStarted == false)
        {
            timeoutStarted = true;
            GameObject tester = new GameObject();
            tester.name = "~LeanTest";
            LeanTester test = tester.AddComponent(typeof(LeanTester)) as LeanTester;
            test.timeout = timeout;
#if !UNITY_EDITOR
            tester.hideFlags = HideFlags.HideAndDontSave;
#endif
        }
    }