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66 lines
1.8 KiB
C#

1 year ago
using System;
using System.Collections;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
public class WrapperWindowFixture
{
private static WrapperWindow s_MostRecentWrapperWindow;
public class WrapperWindow : EditorWindow
{
// Return true to end the test
public Func<WrapperWindow, bool> onGUIDelegate;
public bool TestCompleted { get; set; }
public void OnGUI()
{
if (onGUIDelegate != null)
{
TestCompleted = onGUIDelegate.Invoke(this);
if (TestCompleted)
onGUIDelegate = null;
}
}
}
public static WrapperWindow GetWindow(Func<WrapperWindow, bool> onGUIDelegate, bool utility = false)
{
return GetWindow(onGUIDelegate, 800, 600, utility);
}
public static WrapperWindow GetWindow(Func<WrapperWindow, bool> onGUIDelegate, int width, int height, bool utility = false)
{
WrapperWindow window;
if (utility)
window = EditorWindow.GetWindow<WrapperWindow>(true);
else
{
window = ScriptableObject.CreateInstance<WrapperWindow>();
window.hideFlags = HideFlags.DontSave;
}
window.onGUIDelegate = onGUIDelegate;
window.position = new Rect(0, 0, width, height);
window.Show();
s_MostRecentWrapperWindow = window;
return window;
}
[TearDown]
public void CloseMostRecentWrapperWindow()
{
if (s_MostRecentWrapperWindow == null)
return;
s_MostRecentWrapperWindow.Close();
s_MostRecentWrapperWindow = null;
}
protected static void RegisterWrapperWindow(WrapperWindow window)
{
s_MostRecentWrapperWindow = window;
}
}