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Magical-Jumping-Bean/Library/metadata/92/9202fbba95ea8294cb5e718f028f21b0
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2019-09-29 19:40:54 -04:00
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Q€j€H€ê€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€ñ€=ÿÿÿÿ€1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€H€›€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespaceˆˆ\ày¯èì) ¿«Y®(I¼åø ø `Packages/com.unity.test-framework/UnityEditor.TestRunner/TestRunner/Messages/RecompileScripts.csày¯RecompileScriptsfusing System;
using System.Collections;
using UnityEditor;
namespace UnityEngine.TestTools
{
internal class RecompileScripts : IEditModeTestYieldInstruction
{
public RecompileScripts() : this(true)
{
}
public RecompileScripts(bool expectScriptCompilation) : this(expectScriptCompilation, true)
{
}
public RecompileScripts(bool expectScriptCompilation, bool expectScriptCompilationSuccess)
{
ExpectScriptCompilation = expectScriptCompilation;
ExpectScriptCompilationSuccess = expectScriptCompilationSuccess;
ExpectDomainReload = true;
}
public bool ExpectDomainReload { get; private set; }
public bool ExpectedPlaymodeState { get; }
public bool ExpectScriptCompilation { get; private set; }
public bool ExpectScriptCompilationSuccess { get; private set; }
public static RecompileScripts Current { get; private set; }
public IEnumerator Perform()
{
Current = this;
// We need to yield, to give the test runner a chance to prepare for the domain reload
// If the script compilation happens very fast, then EditModeRunner.MoveNextAndUpdateYieldObject will not have a chance to set m_CurrentYieldObject
// This really should be fixed in EditModeRunner.MoveNextAndUpdateYieldObject
yield return null;
AssetDatabase.Refresh();
if (ExpectScriptCompilation && !EditorApplication.isCompiling)
{
Current = null;
throw new Exception("Editor does not need to recompile scripts");
}
EditorApplication.UnlockReloadAssemblies();
while (EditorApplication.isCompiling)
{
yield return null;
}
Current = null;
if (ExpectScriptCompilationSuccess && EditorUtility.scriptCompilationFailed)
{
EditorApplication.LockReloadAssemblies();
throw new Exception("Script compilation failed");
}