示例#1
0
 public static void TearDownOnce()
 {
     s_Assets.TearDown();
     LiveLinkEditorEventSystem.InitializeLiveLinkSystems();
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
     EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
 }
        public void OneTimeTearDown()
        {
            UnityEngine.Object.DestroyImmediate(m_SubSceneRoot);
            AssetDatabase.DeleteAsset(m_TestAssetsDirectory);
            SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
            EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);

            SubSceneInspectorUtility.LiveLinkEnabledInEditMode = m_PreviousLiveLinkState;
        }
示例#3
0
 public void OneTimeTearDown()
 {
     // Clean up all test assets
     EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
     AssetDatabase.DeleteAsset(m_TempAssetDir);
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
     SubSceneInspectorUtility.LiveLinkEnabledInEditMode = m_WasLiveLinkEnabled;
     EditorSettings.enterPlayModeOptions        = m_EnterPlayModeOptions;
     EditorSettings.enterPlayModeOptionsEnabled = m_UseEnterPlayerModeOptions;
 }
 public void OneTimeTearDown()
 {
     // Clean up all test assets
     m_Assets.TearDown();
     m_DefaultWorld.TearDown();
     EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
     SubSceneInspectorUtility.LiveLinkEnabledInEditMode = m_WasLiveLinkEnabled;
     EditorSettings.enterPlayModeOptions        = m_EnterPlayModeOptions;
     EditorSettings.enterPlayModeOptionsEnabled = m_UseEnterPlayerModeOptions;
 }
示例#5
0
        public static void TearDown()
        {
            var connections = s_Connection.OpenConnections.ToArray();
            foreach (var connectedPlayer in connections)
                s_Connection.PostDisconnect(connectedPlayer);

            s_Assets.TearDown();
            LiveLinkEditorEventSystem.InitializeLiveLinkSystems();
            SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
            EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
        }
示例#6
0
 public void TearDownOnce()
 {
     m_TempAssets.TearDown();
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
 }
 public void TearDown()
 {
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
     EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
 }
示例#8
0
 public void OneTimeTearDown()
 {
     AssetDatabase.DeleteAsset(m_TempAssetDir);
     SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache();
 }