使用协程设置进行播放模式测试

PlayMode Tests with Coroutine SetUp

我是 Unity3D 测试的新手,我想为我们的游戏编写一些测试。我设法编写了这个有效的测试 fine:

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Game.Characters;
using Game.Inventory;

namespace Tests
{
    public class ItemTests
    {
        [UnityTest]
        public IEnumerator ItemIsOnHand()
        {
            // Setup
            Player player = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Tests/Player"));
            yield return null; // Wait for prefab to load
            Character character = player.GetComponent<Character>();
            WorldItem worldItem = WorldItem.Create(Resources.Load<Item>("Items/item"), 1);
            yield return null; // Wait for prefab to load
            character.Inventory.Give(worldItem);
            ItemScript itemScript = character.HandItemContainer.gameObject.GetComponentInChildren<ItemScript>();

            // Test
            Assert.IsNotNull(itemScript);

            // Teardown
            Object.Destroy(player);
            Object.Destroy(character);
            Object.Destroy(worldItem);
            Object.Destroy(itemScript);
        }

        [UnityTest]
        public IEnumerator ItemIsDisabledAtStart()
        {
            // Setup
            Player player = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Tests/Player"));
            yield return null; // Wait for prefab to load
            Character character = player.GetComponent<Character>();
            WorldItem worldItem = WorldItem.Create(Resources.Load<Item>("Items/item"), 1);
            yield return null; // Wait for prefab to load
            character.Inventory.Give(worldItem);
            ItemScript itemScript = character.HandItemContainer.gameObject.GetComponentInChildren<ItemScript>();

            // Test
            Assert.IsFalse(itemScript.IsActive);

            // Teardown
            Object.Destroy(player);
            Object.Destroy(character);
            Object.Destroy(worldItem);
            Object.Destroy(itemScript); 
        }
    }
}

如您所见,这两个测试(以及其他测试)都使用相同的设置和拆卸。我在方法之外声明变量(可用于每个测试)。拆解方法工作正常,因为它不需要等待任何加载。

        private Player player;
        private Character character;
        private WorldItem worldItem;
        private ItemScript itemScript;

        [TearDown]
        public void Teardown()
        {
            Debug.Log("Teardown called");
            Object.Destroy(player);
            Object.Destroy(character);
            Object.Destroy(ectomodulatorWorldItem);
        }

但我无法使 SetUp 方法起作用。如果我将它设为协程 ([SetUp] public IEnumerator SetUp(){...}),它永远不会运行(我用调试器检查过)。如果我使它成为一个简单的 void 方法并删除 yield return nulls,它会在 character.Inventory.Give(worldItem); 处失败,因为 worldItem 仍然是 null.

有没有办法让 SetUp 方法起作用?

谢谢

我找到了我需要的东西。就像 [Test] 属性只适用于 void 方法,你需要使用 [UnityTest] 到 运行 一个协程,还有一个 [UnitySetUp] 属性允许使用协程设置而不是 void 一个。

Link 到文档获取更多信息:https://docs.unity3d.com/Packages/com.unity.test-framework@1.1/manual/reference-actions-outside-tests.html#unitysetup-and-unityteardown

如果你有兴趣,我的测试文件是这样的:

using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Game.Characters;
using Game.Inventory;

namespace Tests
{
    public class ItemTests
    {
        Player player;
        Character character;
        WorldItem worldItem;
        ItemScript itemScript;

        [UnitySetUp]
        public IEnumerator SetUp()
        {
            player = MonoBehaviour.Instantiate(Resources.Load<GameObject>("Tests/Player"));
            yield return null; // Wait for prefab to load
            character = player.GetComponent<Character>();
            worldItem = WorldItem.Create(Resources.Load<Item>("Items/item"), 1);
            yield return null; // Wait for prefab to load
            character.Inventory.Give(worldItem);
            itemScript = character.HandItemContainer.gameObject.GetComponentInChildren<ItemScript>();
        }

        [TearDown]
        public void Teardown()
        {
            Object.Destroy(player);
            Object.Destroy(character);
            Object.Destroy(ectomodulatorWorldItem);
        }

        [Test]
        public void ItemIsOnHand()
        {
            // Test
            Assert.IsNotNull(itemScript);
        }

        [Test]
        public void ItemIsDisabledAtStart()
        {
            // Test
            Assert.IsFalse(itemScript.IsActive);
        }
    }
}