StandaloneSubsystemTests.cs
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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.XR.Management.Tests.Standalone;
using UnityEngine.XR.Management.Tests.Standalone.Providing;
namespace UnityEditor.XR.Management.Tests
{
class EditorTests
{
[OneTimeSetUp]
public void OneTimeSetUp()
{
StandaloneSubsystemParams parms = new StandaloneSubsystemParams("Standalone Subsystem", typeof(StandaloneSubsystem));
StandaloneSubsystemDescriptor.Create(parms);
}
StandaloneLoader loader;
[SetUp]
public void SetUp()
{
loader = ScriptableObject.CreateInstance<StandaloneLoader>() as StandaloneLoader;
}
[TearDown]
public void TearDown()
{
UnityEngine.Object.DestroyImmediate(loader);
loader = null;
}
[Test]
public void StandaloneLoaderCreateTest()
{
Assert.IsTrue(loader.Initialize());
}
// A UnityTest behaves like a coroutine in PlayMode
// and allows you to yield null to skip a frame in EditMode
[UnityTest]
public IEnumerator StandaloneLoaderLifecycleTest()
{
Assert.IsTrue(loader.Initialize());
yield return null;
Assert.IsTrue(loader.Start());
Assert.IsTrue(loader.started);
yield return null;
Assert.IsTrue(loader.Stop());
Assert.IsTrue(loader.stopped);
yield return null;
Assert.IsTrue(loader.Deinitialize());
Assert.IsTrue(loader.deInitialized);
yield return null;
}
}
}