Test scene for presence of Sara and Wand game object. Utilize Test Framework feature to make this test use all scenes as fixtures.
GameplayScenesProvider
implement IEnumerable<string>
and in generator method yield all scenes from EditorBuildSettings.scenes.TestFixture
and TestFixtureSource annotations on SceneValidationTests class.EditorBuildSettings
to verify if tests are created dynamically.TestFixture
and TestFixtureSource
NUnit annotations require Test Class to be present inside Namespace.EditorBuildSettings
, you need to create a new Scene, and then add it to File > Build Settings.ValidationTests.cs
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace ValidationTests
{
[TestFixture]
[TestFixtureSource(typeof(GameplayScenesProvider))]
public class SceneValidationTests
{
private readonly string _scenePath;
public SceneValidationTests(string scenePath)
{
_scenePath = scenePath;
}
[OneTimeSetUp]
public void LoadScene()
{
SceneManager.LoadScene(_scenePath);
}
[UnityTest]
public IEnumerator SaraAndWandArePresent()
{
yield return waitForSceneLoad();
var wand = GameObject.Find("Wand");
var sara = GameObject.Find("Sara Variant");
Assert.NotNull(wand, "Wand object exists");
Assert.NotNull(sara, "Sara object exists");
}
IEnumerator waitForSceneLoad()
{
while (!SceneManager.GetActiveScene().isLoaded)
{
yield return null;
}
}
}
public class GameplayScenesProvider : IEnumerable
{
public IEnumerator GetEnumerator()
{
foreach (var scene in EditorBuildSettings.scenes)
{
if (!scene.enabled || scene.path == null)
{
continue;
}
yield return scene.path;
}
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
}