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

54 lines
2.3 KiB
C#

using System;
namespace UnityEditor.TestTools.TestRunner.GUI.TestAssets
{
/// <summary>
/// The set of Menu Items dedicated to creating test assets: Test Scripts and Custom Test Assemblies.
/// </summary>
internal static class TestScriptAssetMenuItems
{
internal const string addNewFolderWithTestAssemblyDefinitionMenuItem = "Assets/Create/Testing/Tests Assembly Folder";
internal const string addNewTestScriptMenuItem = "Assets/Create/Testing/C# Test Script";
/// <summary>
/// Adds a new folder asset and an associated Custom Test Assembly in the active folder path.
/// </summary>
[MenuItem(addNewFolderWithTestAssemblyDefinitionMenuItem, false, 83)]
public static void AddNewFolderWithTestAssemblyDefinition()
{
TestScriptAssetsCreator.Instance.AddNewFolderWithTestAssemblyDefinition();
}
/// <summary>
/// Checks if it is possible to add a new Custom Test Assembly inside the active folder path.
/// </summary>
/// <returns>False if the active folder path already contains a Custom Test Assembly; true otherwise.</returns>
[MenuItem(addNewFolderWithTestAssemblyDefinitionMenuItem, true, 83)]
public static bool CanAddNewFolderWithTestAssemblyDefinition()
{
var testAssemblyAlreadyExists = TestScriptAssetsCreator.Instance.ActiveFolderContainsTestAssemblyDefinition();
return !testAssemblyAlreadyExists;
}
/// <summary>
/// Adds a new Test Script asset in the active folder path.
/// </summary>
[MenuItem(addNewTestScriptMenuItem, false, 83)]
public static void AddNewTestScript()
{
TestScriptAssetsCreator.Instance.AddNewTestScript();
}
/// <summary>
/// Checks if it is possible to add a new Test Script in the active folder path.
/// </summary>
/// <returns>True if a Test Script can be compiled in the active folder path; false otherwise.</returns>
[MenuItem(addNewTestScriptMenuItem, true, 83)]
public static bool CanAddNewTestScript()
{
var testScriptWillCompile = TestScriptAssetsCreator.Instance.TestScriptWillCompileInActiveFolder();
return testScriptWillCompile;
}
}
}