Update workflow to latest standards + add test projects (#102)

* Move test-project to subfolder

* Update workflow to target test-project

* Add 2018.3-legacy test-project

* Rename to legacy-render-pipeline

* Add test project for URP

* Cache LFS

* Update license

* Ignore artifacts

* Add test project for HDRP

* Avoid ambiguity in cache key
This commit is contained in:
Webber Takken
2021-05-20 23:58:14 +02:00
committed by GitHub
parent 145ace7863
commit fd4f2e502a
628 changed files with 53871 additions and 160 deletions

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
static class Builder
{
private static string EOL = Environment.NewLine;
private static void ParseCommandLineArguments(out Dictionary<string, string> providedArguments)
{
providedArguments = new Dictionary<string, string>();
string[] args = Environment.GetCommandLineArgs();
Console.WriteLine(
$"{EOL}" +
$"###########################{EOL}" +
$"# Parsing settings #{EOL}" +
$"###########################{EOL}" +
$"{EOL}"
);
// Extract flags with optional values
for (int current = 0, next = 1; current < args.Length; current++, next++) {
// Parse flag
bool isFlag = args[current].StartsWith("-");
if (!isFlag) continue;
string flag = args[current].TrimStart('-');
// Parse optional value
bool flagHasValue = next < args.Length && !args[next].StartsWith("-");
string value = flagHasValue ? args[next].TrimStart('-') : "";
// Assign
Console.WriteLine($"Found flag \"{flag}\" with value \"{value}\".");
providedArguments.Add(flag, value);
}
}
private static Dictionary<string, string> GetValidatedOptions()
{
ParseCommandLineArguments(out var validatedOptions);
if (!validatedOptions.TryGetValue("projectPath", out var projectPath)) {
Console.WriteLine("Missing argument -projectPath");
EditorApplication.Exit(110);
}
if (!validatedOptions.TryGetValue("buildTarget", out var buildTarget)) {
Console.WriteLine("Missing argument -buildTarget");
EditorApplication.Exit(120);
}
if (!Enum.IsDefined(typeof(BuildTarget), buildTarget)) {
EditorApplication.Exit(121);
}
if (!validatedOptions.TryGetValue("customBuildPath", out var customBuildPath)) {
Console.WriteLine("Missing argument -customBuildPath");
EditorApplication.Exit(130);
}
string defaultCustomBuildName = "TestBuild";
if (!validatedOptions.TryGetValue("customBuildName", out var customBuildName)) {
Console.WriteLine($"Missing argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
else if (customBuildName == "") {
Console.WriteLine($"Invalid argument -customBuildName, defaulting to {defaultCustomBuildName}.");
validatedOptions.Add("customBuildName", defaultCustomBuildName);
}
return validatedOptions;
}
public static void BuildProject()
{
// Gather values from args
var options = GetValidatedOptions();
// Gather values from project
var scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(s => s.path).ToArray();
// Define BuildPlayer Options
var buildOptions = new BuildPlayerOptions {
scenes = scenes,
locationPathName = options["customBuildPath"],
target = (BuildTarget) Enum.Parse(typeof(BuildTarget), options["buildTarget"]),
};
// Perform build
BuildReport buildReport = BuildPipeline.BuildPlayer(buildOptions);
// Summary
BuildSummary summary = buildReport.summary;
ReportSummary(summary);
// Result
BuildResult result = summary.result;
ExitWithResult(result);
}
private static void ReportSummary(BuildSummary summary)
{
Console.WriteLine(
$"{EOL}" +
$"###########################{EOL}" +
$"# Build results #{EOL}" +
$"###########################{EOL}" +
$"{EOL}" +
$"Duration: {summary.totalTime.ToString()}{EOL}" +
$"Warnings: {summary.totalWarnings.ToString()}{EOL}" +
$"Errors: {summary.totalErrors.ToString()}{EOL}" +
$"Size: {summary.totalSize.ToString()} bytes{EOL}" +
$"{EOL}"
);
}
private static void ExitWithResult(BuildResult result)
{
if (result == BuildResult.Succeeded) {
Console.WriteLine("Build succeeded!");
EditorApplication.Exit(0);
}
if (result == BuildResult.Failed) {
Console.WriteLine("Build failed!");
EditorApplication.Exit(101);
}
if (result == BuildResult.Cancelled) {
Console.WriteLine("Build cancelled!");
EditorApplication.Exit(102);
}
if (result == BuildResult.Unknown) {
Console.WriteLine("Build result is unknown!");
EditorApplication.Exit(103);
}
}
}

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using System;
public class BasicCounter
{
public const int MaxCount = 10;
public BasicCounter(int count = 0)
{
Count = count;
}
public void Increment()
{
Count = Math.Min(MaxCount, Count + 1);
}
public int Count { get; private set; }
}

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{
"name": "MyScripts",
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{
"name": "EditModeTests",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner",
"MyScripts"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
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"UNITY_INCLUDE_TESTS"
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SampleEditModeTest
{
[Test]
public void TestIncrement()
{
// Given
var counter = new BasicCounter(0);
// When
counter.Increment();
// Then
Assert.AreEqual(1, counter.Count);
}
[Test]
public void TestMaxCount()
{
// Given
var counter = new BasicCounter(BasicCounter.MaxCount);
// When
counter.Increment();
// Then
Assert.AreEqual(BasicCounter.MaxCount, counter.Count);
}
}
}

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{
"name": "PlayModeTests",
"references": [
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class SamplePlayModeTest
{
// A Test behaves as an ordinary method
[Test]
public void NewTestScriptSimplePasses()
{
// Use the Assert class to test conditions
Assert.True(true);
}
// A UnityTest behaves like a coroutine in Play Mode. In Edit Mode you can use
// `yield return null;` to skip a frame.
[UnityTest]
public IEnumerator NewTestScriptWithEnumeratorPasses()
{
// Use the Assert class to test conditions.
// Use yield to skip a frame.
yield return null;
}
}
}

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