56 lines
1.8 KiB
C#
56 lines
1.8 KiB
C#
using System;
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using System.Collections;
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using NUnit.Framework;
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using NUnit.Framework.Interfaces;
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using Unity.PerformanceTesting.Data;
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using Unity.PerformanceTesting.Runtime;
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using UnityEngine.TestTools;
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namespace Unity.PerformanceTesting
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{
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/// <summary>
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/// Test attribute to specify a performance test. It will add category "Performance" to test properties.
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/// </summary>
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[AttributeUsage(AttributeTargets.Method, AllowMultiple = false)]
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public class PerformanceAttribute : CategoryAttribute, IOuterUnityTestAction
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{
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/// <summary>
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/// Adds performance attribute to a test method.
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/// </summary>
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public PerformanceAttribute()
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: base("Performance") { }
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/// <summary>
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/// Executed before a test execution.
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/// </summary>
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/// <param name="test">Test to execute.</param>
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/// <returns></returns>
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public IEnumerator BeforeTest(ITest test)
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{
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if (RunSettings.Instance == null)
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{
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RunSettings.Instance = ResourcesLoader.Load<RunSettings>(Utils.RunSettings, Utils.PlayerPrefKeySettingsJSON);
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}
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// domain reload will cause this method to be hit multiple times
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// active performance test is serialized and survives reloads
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if (PerformanceTest.Active == null)
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{
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PerformanceTest.StartTest(test);
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yield return null;
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}
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}
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/// <summary>
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/// Executed after a test execution.
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/// </summary>
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/// <param name="test">Executed test.</param>
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/// <returns></returns>
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public IEnumerator AfterTest(ITest test)
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{
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PerformanceTest.EndTest(test);
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yield return null;
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}
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}
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}
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