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230 lines
6.0 KiB
230 lines
6.0 KiB
2 years ago
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# UnitySetUp and UnityTearDown
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The `UnitySetUp` and `UnityTearDown` attributes are identical to the standard `SetUp` and `TearDown` attributes, with the exception that they allow for [yielding instructions](reference-custom-yield-instructions.md). The `UnitySetUp` and `UnityTearDown` attributes expect a return type of [IEnumerator](https://docs.microsoft.com/en-us/dotnet/api/system.collections.ienumerator?view=netframework-4.8).
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## UnitySetUp and UnityTeardown example
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```c#
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public class SetUpTearDownExample
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{
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[UnitySetUp]
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public IEnumerator SetUp()
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{
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yield return new EnterPlayMode();
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}
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[Test]
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public void MyTest()
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{
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Debug.Log("This runs inside playmode");
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}
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[UnityTearDown]
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public IEnumerator TearDown()
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{
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yield return new ExitPlayMode();
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}
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}
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```
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## Execution order
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`UnitySetUp` and `UnityTearDown` can be used with either the `Test` or `UnityTest` test attributes. In both cases the relative execution order of Unity and non-Unity `SetUp` and `TearDown` attributes is the same. The only difference is that a `UnityTest` allows for yielding instructions during the test that can result in a domain reload, in which case the non-Unity `SetUp` and `TearDown` methods are re-run before proceeding to the second part of the test.
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![SetUp and TearDown Execution Order](./images/execution-order-unitysetup-teardown.svg)
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> **Note**: Some browsers do not support SVG image files. If the image above does not display properly (for example, if you cannot see any text), please try another browser, such as [Google Chrome](https://www.google.com/chrome/) or [Mozilla Firefox](https://www.mozilla.org).
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## Base and Derived classes
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The term **base** in the execution order denotes a base class from which a test class inherits. `UnitySetUp` and `UnityTearDown` follow the same pattern as NUnit `SetUp` and `TearDown` attributes in determining execution order between base classes and their derivatives. `SetUp` methods are called on base classes first, and then on derived classes. `TearDown` methods are called on derived classes first, and then on the base class. See the [NUnit Documentation](https://docs.nunit.org/articles/nunit/technical-notes/usage/SetUp-and-TearDown.html) for more details.
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### Base and Derived class example
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```csharp
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public class BaseClass
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{
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[OneTimeSetUp]
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public void OneTimeSetUp()
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{
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Debug.Log("OneTimeSetUp Base");
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}
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[SetUp]
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public void SetUp()
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{
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Debug.Log("SetUp Base");
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}
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[UnitySetUp]
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public IEnumerator UnitySetUp()
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{
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Debug.Log("UnitySetup Base");
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yield return null;
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}
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[TearDown]
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public void TearDown()
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{
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Debug.Log("TearDown Base");
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}
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[UnityTearDown]
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public IEnumerator UnityTearDown()
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{
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Debug.Log("UnityTearDown Base");
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yield return null;
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}
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}
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public class DerivedClass: BaseClass
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{
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[OneTimeSetUp]
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public new void OneTimeSetUp()
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{
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Debug.Log("OneTimeSetUp");
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}
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[SetUp]
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public new void SetUp()
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{
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Debug.Log("SetUp");
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}
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[UnitySetUp]
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public new IEnumerator UnitySetUp()
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{
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Debug.Log("UnitySetup");
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yield return null;
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}
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[Test]
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public void UnitTest()
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{
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Debug.Log("Test");
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}
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[UnityTest]
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public IEnumerator UnityTest()
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{
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Debug.Log("UnityTest before yield");
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yield return null;
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Debug.Log("UnityTest after yield");
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}
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[TearDown]
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public new void TearDown()
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{
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Debug.Log("TearDown");
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}
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[UnityTearDown]
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public new IEnumerator UnityTearDown()
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{
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Debug.Log("UnityTearDown");
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yield return null;
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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Debug.Log("OneTimeTearDown");
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}
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}
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```
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### Domain reload example
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```csharp
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public class BaseClass
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{
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[OneTimeSetUp]
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public void OneTimeSetUp()
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{
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Debug.Log("OneTimeSetUp Base");
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}
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[SetUp]
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public void SetUp()
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{
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Debug.Log("SetUp Base");
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}
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[UnitySetUp]
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public IEnumerator UnitySetUp()
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{
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Debug.Log("UnitySetup Base");
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yield return null;
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}
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[TearDown]
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public void TearDown()
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{
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Debug.Log("TearDown Base");
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}
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[UnityTearDown]
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public IEnumerator UnityTearDown()
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{
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Debug.Log("UnityTearDown Base");
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yield return null;
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}
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}
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public class DerivedClass: BaseClass
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{
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[OneTimeSetUp]
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public new void OneTimeSetUp()
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{
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Debug.Log("OneTimeSetUp");
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}
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[SetUp]
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public new void SetUp()
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{
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Debug.Log("SetUp");
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}
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[UnitySetUp]
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public new IEnumerator UnitySetUp()
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{
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Debug.Log("UnitySetup");
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yield return null;
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}
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[Test]
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public void UnitTest()
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{
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Debug.Log("Test");
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}
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[UnityTest]
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public IEnumerator UnityTest()
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{
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Debug.Log("UnityTest before yield");
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yield return new EnterPlayMode();
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//Domain reload happening
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yield return new ExitPlayMode();
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Debug.Log("UnityTest after yield");
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}
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[TearDown]
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public new void TearDown()
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{
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Debug.Log("TearDown");
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}
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[UnityTearDown]
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public new IEnumerator UnityTearDown()
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{
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Debug.Log("UnityTearDown");
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yield return null;
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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Debug.Log("OneTimeTearDown");
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}
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}
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```
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