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