UnityGame/Library/PackageCache/com.unity.ai.navigation/Tests/Editor/TestUtility.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEditor;
using System.Collections;
using System.Diagnostics.CodeAnalysis;
using NUnit.Framework;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Unity.AI.Navigation.Editor.Tests
{
class TestUtility
{
[return: NotNull]
public static GameObject InstantiatePrefab(GameObject prefab, string name)
{
GameObject result;
if (EditorApplication.isPlaying)
result = Object.Instantiate(prefab);
else
result = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
Assume.That(result, Is.Not.Null);
result!.name = name;
return result!;
}
public static IEnumerator BakeNavMeshAsync(NavMeshSurface surface, int defaultArea)
{
surface.defaultArea = defaultArea;
NavMeshAssetManager.instance.StartBakingSurfaces(new Object[] { surface });
yield return new WaitWhile(() => NavMeshAssetManager.instance.IsSurfaceBaking(surface));
}
public static void EliminateFromScene(ref GameObject go, bool keepDeactivated = false)
{
if (go == null)
return;
if (keepDeactivated)
go.SetActive(false);
else
Object.DestroyImmediate(go);
}
}
enum RunMode
{
EditMode,
PlayMode
}
}
#endif