GlobalGameJame/Library/PackageCache/com.unity.ide.rider@1.1.4/Rider/Editor/UnitTesting/RiderTestRunner.cs

47 lines
1.6 KiB
C#
Raw Normal View History

2020-01-31 15:10:04 +00:00
using JetBrains.Annotations;
using UnityEngine;
#if TEST_FRAMEWORK
using UnityEditor;
using UnityEditor.TestTools.TestRunner.Api;
#endif
namespace Packages.Rider.Editor.UnitTesting
{
public static class RiderTestRunner
{
#if TEST_FRAMEWORK
private static readonly TestsCallback Callback = ScriptableObject.CreateInstance<TestsCallback>();
#endif
[UsedImplicitly]
public static void RunTests(int testMode, string[] assemblyNames, string[] testNames, string[] categoryNames, string[] groupNames, int? buildTarget)
{
#if !TEST_FRAMEWORK
Debug.LogError("Update Test Framework package to v.1.1.1+ to run tests from Rider.");
#else
CallbackData.instance.isRider = true;
var api = ScriptableObject.CreateInstance<TestRunnerApi>();
var settings = new ExecutionSettings();
var filter = new Filter
{
assemblyNames = assemblyNames,
testNames = testNames,
categoryNames = categoryNames,
groupNames = groupNames,
targetPlatform = (BuildTarget?) buildTarget
};
if (testMode > 0) // for future use - test-framework would allow running both Edit and Play test at once
filter.testMode = (TestMode) testMode;
settings.filters = new []{
filter
};
api.Execute(settings);
api.UnregisterCallbacks(Callback); // avoid multiple registrations
api.RegisterCallbacks(Callback); // This can be used to receive information about when the test suite and individual tests starts and stops. Provide this with a scriptable object implementing ICallbacks
#endif
}
}
}