using UnityEngine; using UnityEngine.UI; using System; using System.Collections; public class TestScene : MonoBehaviour { public Text logText; string log; string logPrefix = "➨ Test "; void Start() { SampleFloatClass sampleFloatClass; ISampleClass isampleClass; string testId; // Test A testId = "A"; try { sampleFloatClass = new SampleFloatClass(); log += string.Format("{0}{1} " + ((sampleFloatClass as AbstractSampleClass) == null ? "failed" : "success"), logPrefix, testId); } catch (Exception e) { log += string.Format("{0}{1} error > " + e.Message + "", logPrefix, testId); } // Test A2 testId = "A2"; try { isampleClass = new SampleFloatClass(); log += string.Format("\n{0}{1} " + ((isampleClass as AbstractSampleClass) == null ? "failed" : "success"), logPrefix, testId); } catch (Exception e) { log += string.Format("\n{0}{1} error > " + e.Message + "", logPrefix, testId); } // Test B testId = "B"; try { sampleFloatClass = new SampleFloatClass(); log += string.Format("\n{0}{1} " + ((AbstractSampleClass)sampleFloatClass == null ? "failed" : "success"), logPrefix, testId); } catch (Exception e) { log += string.Format("\n{0}{1} error > " + e.Message + "", logPrefix, testId); } // Test B2 testId = "B2"; try { isampleClass = new SampleFloatClass(); log += string.Format("\n{0}{1} " + ((AbstractSampleClass)isampleClass == null ? "failed" : "success"), logPrefix, testId); } catch (Exception e) { log += string.Format("\n{0}{1} error > " + e.Message + "", logPrefix, testId); } log += "\n\nTEST ENDED"; logText.text = log; Debug.Log(log); } }