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; }
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; }
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); }
public void TearDownOnce() { m_TempAssets.TearDown(); SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache(); }
public void TearDown() { SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache(); EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); }
public void OneTimeTearDown() { AssetDatabase.DeleteAsset(m_TempAssetDir); SceneWithBuildConfigurationGUIDs.ClearBuildSettingsCache(); }