GlobalGameJame/Library/PackageCache/com.unity.test-framework@1.1.9/UnityEditor.TestRunner/Api/ExecutionSettings.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

58 lines
1.7 KiB
C#

using System;
using System.Linq;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal.Filters;
using UnityEngine;
namespace UnityEditor.TestTools.TestRunner.Api
{
[Serializable]
public class ExecutionSettings
{
public ExecutionSettings(params Filter[] filtersToExecute)
{
filters = filtersToExecute;
}
[SerializeField]
internal BuildTarget? targetPlatform;
// Note: Is not available after serialization
public ITestRunSettings overloadTestRunSettings;
[SerializeField]
internal Filter filter;
[SerializeField]
public Filter[] filters;
[SerializeField]
public bool runSynchronously;
[SerializeField]
public int playerHeartbeatTimeout = 60*10;
internal bool EditModeIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.EditMode));
}
internal bool PlayModeInEditorIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform == null);
}
internal bool PlayerIncluded()
{
return filters.Any(f => IncludesTestMode(f.testMode, TestMode.PlayMode) && targetPlatform != null);
}
private static bool IncludesTestMode(TestMode testMode, TestMode modeToCheckFor)
{
return (testMode & modeToCheckFor) == modeToCheckFor;
}
internal ITestFilter BuildNUnitFilter()
{
return new OrFilter(filters.Select(f => f.BuildNUnitFilter(runSynchronously)).ToArray());
}
}
}