UnityGame/Library/PackageCache/com.unity.test-framework/UnityEditor.TestRunner/RequirePlatformSupportAttribute.cs
2024-10-27 10:53:47 +03:00

50 lines
2.3 KiB
C#

using System;
using System.Linq;
using NUnit.Framework;
using NUnit.Framework.Interfaces;
using NUnit.Framework.Internal;
namespace UnityEditor.TestTools
{
/// <summary>
/// The `RequirePlatformSupportAttribute` attribute can be applied to test assemblies (will affect every test in the assembly), fixtures (will
/// affect every test in the fixture), or to individual test methods.
/// </summary>
[AttributeUsage(AttributeTargets.Assembly | AttributeTargets.Class | AttributeTargets.Method)]
public class RequirePlatformSupportAttribute : NUnitAttribute, IApplyToTest
{
/// <summary>
/// Initializes and returns an instance of RequirePlatformSupportAttribute.
/// </summary>
/// <param name="platforms">The <see cref="BuildTarget"/> platform to run the test on.</param>
public RequirePlatformSupportAttribute(params BuildTarget[] platforms)
{
this.platforms = platforms;
}
/// <summary>
/// The build target platform, see [BuildTarget](https://docs.unity3d.com/ScriptReference/BuildTarget.html).
/// </summary>
/// <returns>The <see cref="BuildTarget"/> platform to run the test on.</returns>
public BuildTarget[] platforms { get; private set; }
/// <summary>
/// Modifies a test as defined for the specific attribute.
/// </summary>
/// <param name="test">The test to modify</param>
void IApplyToTest.ApplyToTest(Test test)
{
test.Properties.Add(PropertyNames.Category, string.Format("RequirePlatformSupport({0})", string.Join(", ", platforms.Select(p => p.ToString()).OrderBy(p => p).ToArray())));
if (!platforms.All(p => BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p)))
{
var missingPlatforms = platforms.Where(p => !BuildPipeline.IsBuildTargetSupported(BuildTargetGroup.Unknown, p)).Select(p => p.ToString()).ToArray();
string skipReason = "Test cannot be run as it requires support for the following platforms to be installed: " + string.Join(", ", missingPlatforms);
test.RunState = RunState.Skipped;
test.Properties.Add(PropertyNames.SkipReason, skipReason);
}
}
}
}