static void BatchModeExecInternal(bool isValidating) { try { var sceneNameArg = UnityCustomCommandLineHandler.TryGetArgument("scenes"); var sceneNames = sceneNameArg == null ? new List <string>() : sceneNameArg.Split(',').ToList(); var sceneDirArg = UnityCustomCommandLineHandler.TryGetArgument("sceneDirs"); var dirNames = sceneDirArg == null ? new List <string>() : sceneDirArg.Split(',').ToList(); Assert.That(!sceneNames.IsEmpty() || !dirNames.IsEmpty()); var allSceneNames = sceneNames.Concat( StUtil.GetAllSceneNamesUnderneathFolders(dirNames)).ToList(); Log.Trace("Scene Tester: Testing {0} scenes: '{1}'", allSceneNames.Count, allSceneNames.Join(", ")); StWindow.Instance.RunScenes(allSceneNames, true, isValidating); } catch (Exception e) { Log.ErrorException( "Failed when {0}!".Fmt(isValidating ? "running zenject validation" : "running startup tests"), e); EditorApplication.Exit(1); } }
public static void TestScenesUnderneathFolder() { var allFolderPaths = ZenUnityEditorUtil.GetSelectedFolderPathsInProjectsTab().Select(relativePath => Path.Combine( Directory.GetParent(Application.dataPath).FullName, relativePath)).ToHashSet().ToList(); var allSceneNames = StUtil.GetAllSceneNamesUnderneathFolders(allFolderPaths); StWindow.Instance.RunScenes(allSceneNames, false, false); }