public override void RenderNoTestsInfo() { if (!TestListGUIHelper.SelectedFolderContainsTestAssembly()) { var noTestText = "No tests to show"; if (!PlayerSettings.playModeTestRunnerEnabled) { const string testsArePulledFromCustomAssemblues = "Test Assemblies are defined by Assembly Definitions where you add Unity References \"Test Assemblies\""; const string infoTextAboutTestsInAllAssemblies = "To have tests in all assemblies enable it in the Test Runner window context menu"; noTestText += Environment.NewLine + testsArePulledFromCustomAssemblues + Environment.NewLine + infoTextAboutTestsInAllAssemblies; } EditorGUILayout.HelpBox(noTestText, MessageType.Info); if (GUILayout.Button("Create PlayMode Test Assembly Folder")) { TestListGUIHelper.AddFolderAndAsmDefForTesting(); } } if (!TestListGUIHelper.CanAddPlayModeTestScriptAndItWillCompile()) { UnityEngine.GUI.enabled = false; EditorGUILayout.HelpBox("PlayMode test scripts can only be created in non editor test assemblies.", MessageType.Warning); } if (GUILayout.Button("Create Test Script in current folder")) { TestListGUIHelper.AddTest(); } UnityEngine.GUI.enabled = true; }
public override void RenderNoTestsInfo() { if (!TestListGUIHelper.SelectedFolderContainsTestAssembly()) { var noTestText = "No tests to show"; if (!PlayerSettings.playModeTestRunnerEnabled) { const string testsArePulledFromCustomAssemblies = "EditMode tests can be in Editor only Assemblies, either in the editor special folder or Editor only Assembly Definitions with added Unity References \"Test Assemblies\"."; noTestText += Environment.NewLine + testsArePulledFromCustomAssemblies; } EditorGUILayout.HelpBox(noTestText, MessageType.Info); if (GUILayout.Button("Create EditMode Test Assembly Folder")) { TestListGUIHelper.AddFolderAndAsmDefForTesting(isEditorOnly: true); } } if (!TestListGUIHelper.CanAddEditModeTestScriptAndItWillCompile()) { UnityEngine.GUI.enabled = false; EditorGUILayout.HelpBox("EditMode test scripts can only be created in editor test assemblies.", MessageType.Warning); } if (GUILayout.Button("Create Test Script in current folder")) { TestListGUIHelper.AddTest(); } UnityEngine.GUI.enabled = true; }
public void RepaintIfProjectPathChanged() { var path = TestListGUIHelper.GetActiveFolderPath(); if (path != m_PreviousProjectPath) { m_PreviousProjectPath = path; TestRunnerWindow.s_Instance.Repaint(); } EditorApplication.update -= RepaintIfProjectPathChanged; }