/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using NUnit.Framework; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.TestTools; namespace Spine.Unity.Tests { public class RunAnimationStateTests { [Test] public void RunAnimationStateTestsSimplePasses () { AnimationStateTests.logImplementation += Log; AnimationStateTests.failImplementation += Fail; string testJsonFilename = "test"; string testJsonPathEnd = "tests/assets/" + testJsonFilename + ".json"; var guids = UnityEditor.AssetDatabase.FindAssets(testJsonFilename + " t:textasset"); if (guids.Length <= 0) Fail(testJsonFilename + ".json asset not found."); foreach (var guid in guids) { string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); if (assetPath.EndsWith(testJsonPathEnd)) { AnimationStateTests.Main(assetPath); return; } } Fail(testJsonPathEnd + " not found."); } public void Log (string message) { UnityEngine.Debug.Log(message); } public void Fail (string message) { Assert.Fail(message); } } }