public virtual void SetUp() { _hasStarted = false; _isValidating = CurrentTestHasAttribute <ValidateOnlyAttribute>(); ProjectContext.ValidateOnNextRun = _isValidating; _sceneContext = new GameObject("SceneContext").AddComponent <SceneContext>(); _sceneContext.ParentNewObjectsUnderRoot = true; // This creates the container but does not resolve the roots yet _sceneContext.Install(); }
public virtual void SetUp() { // Don't clear the scene to allow tests to initialize the scene how they // want to set it up manually in their own [Setup] method (eg. TestFromComponentInChildren) // Also, I think unity might already clear the scene anyway? //ClearScene(); _hasStarted = false; _isValidating = CurrentTestHasAttribute <ValidateOnlyAttribute>(); ProjectContext.ValidateOnNextRun = _isValidating; _sceneContext = new GameObject("SceneContext").AddComponent <SceneContext>(); _sceneContext.ParentNewObjectsUnderRoot = true; // This creates the container but does not resolve the roots yet _sceneContext.Install(); }
protected void PreInstall() { Assert.That(!_hasStartedInstall, "Called PreInstall twice in test '{0}'!", TestContext.CurrentContext.Test.Name); _hasStartedInstall = true; Assert.That(!ProjectContext.HasInstance); var shouldValidate = CurrentTestHasAttribute <ValidateOnlyAttribute>(); ProjectContext.ValidateOnNextRun = shouldValidate; Assert.IsNull(_sceneContext); _sceneContext = SceneContext.Create(); _sceneContext.Install(); Assert.That(ProjectContext.HasInstance); Assert.IsEqual(shouldValidate, ProjectContext.Instance.Container.IsValidating); Assert.IsEqual(shouldValidate, _sceneContext.Container.IsValidating); }