/// <summary>
 ///
 /// </summary>
 /// <param name="targetClassName"></param>
 /// <example>
 /// <code>
 /// [TestFixture]
 /// public class CreateSpriteTest : IPrebuildSetup
 /// {
 ///     Texture2D m_Texture;
 ///     Sprite m_Sprite;
 ///
 ///     public void Setup()
 ///     {
 ///
 ///         #if UNITY_EDITOR
 ///
 ///         var spritePath = "Assets/Resources/Circle.png";
 ///         var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
 ///         ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
 ///         ti.SaveAndReimport();
 ///
 ///         #endif
 ///     }
 ///
 ///     [SetUp]
 ///     public void SetUpTest()
 ///     {
 ///         m_Texture = Resources.Load&lt;Texture2D&gt;("Circle");
 ///     }
 ///
 ///     [Test]
 ///     public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
 ///     {
 ///
 ///         // Check with Valid Texture.
 ///         LogAssert.Expect(LogType.Log, "Circle Sprite Created");
 ///         Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
 ///         Debug.Log("Circle Sprite Created");
 ///
 ///         // Check with NULL Texture. Should return NULL Sprite.
 ///         m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.heig`t), new Vector2(0.5f, 0.5f));
 ///         Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
 ///     }
 /// }
 /// </code>
 /// Tip: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
 /// </example>
 public PrebuildSetupAttribute(string targetClassName)
 {
     TargetClass = AttributeHelper.GetTargetClassFromName(targetClassName, typeof(IPrebuildSetup));
 }
Exemplo n.º 2
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 public PostBuildCleanupAttribute(string targetClassName)
 {
     TargetClass = AttributeHelper.GetTargetClassFromName(targetClassName, typeof(IPostBuildCleanup));
 }