public void should_return_0(string value) { var sut = new UnitResolver(); var actual = sut.Resolve(value); actual.Should().Be(0); }
public void should_resolve_units(string value, int expected) { var sut = new UnitResolver(); var actual = sut.Resolve(value); actual.Should().Be(expected); }
public void should_not_throw(string value) { var sut = new UnitResolver(); Action action = () => sut.Resolve(value); action.Should().NotThrow(); }
public static void ResolveUnit() { Builder b = new Builder(); UnitResolver sr = new UnitResolver(); sr.BuildDepsList(); b.BuildShader(); sr.BuildDeps(); sr.BuildTarget(); }
static void ResolveUnits() { UnitResolver r; r = new UnitResolver(); r.LoadShared(Application.dataPath + "/Workshop/Unit/Shared/"); List <string> objs = new List <string>(); LoadUnits(Application.dataPath + "/Workshop/Unit/", ref objs); for (int i = 0; i < objs.Count; i++) { r.CheckUnit(objs[i]); } r.RemoveStandaloneDeps(); r.CalculateDepsSet(); r.Serialize(); Builder.ResolveUnit(); EditorUtility.DisplayDialog("AssetBunlde", "Finish", "Close"); }