public static SetConsoleErrorPause ( bool b ) : void | ||
b | bool | |
Результат | void |
private static void RunInEditor(List <string> sceneList) { CheckActiveBuildTarget(); NetworkResultsReceiver.StopReceiver(); if (sceneList == null || sceneList.Count == 0) { Debug.Log("No scenes on the list"); EditorApplication.Exit(returnCodeRunError); return; } EditorBuildSettings.scenes = sceneList.Select(s => new EditorBuildSettingsScene(s, true)).ToArray(); EditorApplication.OpenScene(sceneList.First()); GuiHelper.SetConsoleErrorPause(false); var config = new PlatformRunnerConfiguration { resultsDir = GetParameterArgument(k_ResultFileDirParam), ipList = TestRunnerConfigurator.GetAvailableNetworkIPs(), port = PlatformRunnerConfiguration.TryToGetFreePort(), runInEditor = true, }; var settings = new PlayerSettingConfigurator(true); settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs())); NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }
public void RunFinished(List <TestResult> testResults) { EditorApplication.isPlaying = false; EditorUtility.ClearProgressBar(); GuiHelper.SetConsoleErrorPause(consoleErrorOnPauseValue); PlayerSettings.runInBackground = runInBackground; }
private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes) { CheckActiveBuildTarget(); // Steve V. 2016 - This causes exceptions and it's a feature I don't care about //NetworkResultsReceiver.StopReceiver(); if (testScenes == null || testScenes.Count == 0) { Debug.Log("No test scenes on the list"); EditorApplication.Exit(returnCodeRunError); return; } EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray(); EditorApplication.OpenScene(testScenes.First()); GuiHelper.SetConsoleErrorPause(false); var config = new PlatformRunnerConfiguration { resultsDir = GetParameterArgument(k_ResultFileDirParam), ipList = TestRunnerConfigurator.GetAvailableNetworkIPs(), port = PlatformRunnerConfiguration.TryToGetFreePort(), runInEditor = true }; var settings = new PlayerSettingConfigurator(true); settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs())); // Steve V. 2016 - This causes exceptions and it's a feature I don't care about //NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }
public RunnerCallback(IntegrationTestsRunnerWindow window) { m_Window = window; m_ConsoleErrorOnPauseValue = GuiHelper.GetConsoleErrorPause(); GuiHelper.SetConsoleErrorPause(false); m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; }
public void RunFinished(List <TestResult> testResults) { m_Window.SetCurrentTest(null); m_CurrentTest = null; EditorApplication.update -= OnEditorUpdate; EditorApplication.isPlaying = false; EditorUtility.ClearProgressBar(); GuiHelper.SetConsoleErrorPause(m_ConsoleErrorOnPauseValue); PlayerSettings.runInBackground = m_RunInBackground; }
private static void RunInEditor(List <string> sceneList) { if (sceneList == null || sceneList.Count == 0) { Debug.Log("No scenes on the list"); EditorApplication.Exit(0); return; } EditorBuildSettings.scenes = sceneList.Select(s => new EditorBuildSettingsScene(s, true)).ToArray(); EditorApplication.OpenScene(sceneList.First()); GuiHelper.SetConsoleErrorPause(false); EditorApplication.isPlaying = true; }
private static void RunInEditor(List <string> testScenes, List <string> otherBuildScenes) { CheckActiveBuildTarget(); NetworkResultsReceiver.StopReceiver(); if (testScenes == null || testScenes.Count == 0) { Debug.Log("No test scenes on the list"); EditorApplication.Exit(returnCodeRunError); return; } string previousScenesXml = ""; var serializer = new System.Xml.Serialization.XmlSerializer(typeof(EditorBuildSettingsScene[])); using (StringWriter textWriter = new StringWriter()) { serializer.Serialize(textWriter, EditorBuildSettings.scenes); previousScenesXml = textWriter.ToString(); } EditorBuildSettings.scenes = (testScenes.Concat(otherBuildScenes).ToList()).Select(s => new EditorBuildSettingsScene(s, true)).ToArray(); #if UNITY_5_3_OR_NEWER EditorSceneManager.OpenScene(testScenes.First()); #else EditorApplication.LoadLevelInPlayMode(testScenes.First()); #endif GuiHelper.SetConsoleErrorPause(false); var config = new PlatformRunnerConfiguration { resultsDir = GetParameterArgument(k_ResultFileDirParam), ipList = TestRunnerConfigurator.GetAvailableNetworkIPs(), port = PlatformRunnerConfiguration.TryToGetFreePort(), runInEditor = true }; var settings = new PlayerSettingConfigurator(true); settings.AddConfigurationFile(TestRunnerConfigurator.integrationTestsNetwork, string.Join("\n", config.GetConnectionIPs())); settings.AddConfigurationFile(TestRunnerConfigurator.testScenesToRun, string.Join("\n", testScenes.ToArray())); settings.AddConfigurationFile(TestRunnerConfigurator.previousScenes, previousScenesXml); NetworkResultsReceiver.StartReceiver(config); EditorApplication.isPlaying = true; }