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49 lines
2.0 KiB
49 lines
2.0 KiB
2 years ago
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# Unity Source Control Tests
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This project contains the tests for the window/UI of this collab client.
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## Overview
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This is the structure of the project:
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```none
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<root>
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├── .tests.json
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└── Collaborate
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└── Editor/
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├── Components/
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├── Models/
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├── Ppresenters/
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├── Scenario/
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├── UserInterface/
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├── Views/
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└── Unity.CollabProxy.EditorTests.asmdef
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```
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Each directory features tests and mock classes for classes in the editor code.
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## Tests
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To run the tests, use the Unity Test Runner from within the Unity Editor. Unity Test Runner documentation is [here](https://docs.unity3d.com/Manual/testing-editortestsrunner.html).
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## Adding a Test
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While 100% coverage is hard to achieve, tests should be added with each new feature to ensure coverage either remains constant or increases.
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With that out of the way, tests are in the typical C# format with a function with a `[Test]` decorator. Below is an example of a test taken from `Editor/Models/ChangesModelTests.cs`
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```csharp
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[Test]
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public void ChangesModel_NullSourceControlEntries_EmptyResultLists()
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{
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var model = new TestableChangesModel();
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model.UpdateChangeList(new List<IChangeEntry>());
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var fullList = model.GetAllEntries();
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Assert.AreEqual(1, fullList.Count);
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Assert.IsTrue(fullList[0].All);
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Assert.AreEqual(0, model.GetToggledEntries().Count);
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Assert.AreEqual(0, model.GetUntoggledEntries().Count);
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Assert.AreEqual(0, model.ToggledCount);
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}
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```
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For documentation on the testing library, look at the NUnit [documentation](https://github.com/nunit/docs/wiki/NUnit-Documentation) over at GitHub. Unity Test Runner is a superset of NUnit and the documentation for that is [here](https://docs.unity3d.com/Manual/testing-editortestsrunner.html).
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To access private/internal classes, creating a subclass and marking the parent fields as protected/internal will allow them to be used in testing.
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