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5e24ba33
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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5e24ba33
编写于
6月 07, 2018
作者:
A
Adrian T
浏览文件
操作
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电子邮件补丁
差异文件
Adapt to changes in the API and access modifiers.
上级
f1ff9dcc
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
10 addition
and
9 deletion
+10
-9
Assets/Tests/Editor/NavMeshModifierVolumeInPrefabTests.cs
Assets/Tests/Editor/NavMeshModifierVolumeInPrefabTests.cs
+1
-1
Assets/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
Assets/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
+6
-6
Assets/Tests/Editor/NavMeshSurfaceInPrefabVariantTests.cs
Assets/Tests/Editor/NavMeshSurfaceInPrefabVariantTests.cs
+3
-2
未找到文件。
Assets/Tests/Editor/NavMeshModifierVolumeInPrefabTests.cs
浏览文件 @
5e24ba33
...
...
@@ -66,7 +66,7 @@ public void OneTimeTearDown()
PrefabStageAutoSavingUtil
.
SetPrefabStageAutoSave
(
SessionState
.
GetBool
(
k_AutoSaveKey
,
PrefabStageAutoSavingUtil
.
GetPrefabStageAutoSave
()));
StageUtility
.
GoToMainStage
();
EditorSceneManager
.
ClearSceneDirtiness
(
SceneManager
.
GetActiveScene
());
EditorSceneManager
.
SaveScene
(
SceneManager
.
GetActiveScene
());
if
(
string
.
IsNullOrEmpty
(
m_PreviousScenePath
))
{
...
...
Assets/Tests/Editor/NavMeshSurfaceInPrefabTests.cs
浏览文件 @
5e24ba33
...
...
@@ -70,7 +70,7 @@ public void OneTimeTearDown()
PrefabStageAutoSavingUtil
.
SetPrefabStageAutoSave
(
SessionState
.
GetBool
(
k_AutoSaveKey
,
PrefabStageAutoSavingUtil
.
GetPrefabStageAutoSave
()));
StageUtility
.
GoToMainStage
();
EditorSceneManager
.
ClearSceneDirtiness
(
SceneManager
.
GetActiveScene
());
EditorSceneManager
.
SaveScene
(
SceneManager
.
GetActiveScene
());
if
(
string
.
IsNullOrEmpty
(
m_PreviousScenePath
))
{
...
...
@@ -640,7 +640,7 @@ public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_TheOldA
Assert
.
IsTrue
(
System
.
IO
.
File
.
Exists
(
initialInstanceAssetPath
),
"Prefab's NavMeshData file exists after the instance has changed. ({0})"
,
initialInstanceAssetPath
);
PrefabUtility
.
ApplyPrefabInstance
(
instance
);
PrefabUtility
.
ApplyPrefabInstance
(
instance
,
InteractionMode
.
AutomatedAction
);
Assert
.
IsFalse
(
System
.
IO
.
File
.
Exists
(
initialInstanceAssetPath
),
"Prefab's NavMeshData file still exists after the changes from the instance have been applied back to the prefab. ({0})"
,
...
...
@@ -676,7 +676,7 @@ public IEnumerator NavMeshSurfacePrefab_AfterModifiedInstanceAppliedBack_Updated
TestNavMeshExistsAloneAtPosition
(
k_RedArea
,
Vector3
.
zero
);
TestNavMeshExistsAloneAtPosition
(
k_PrefabDefaultArea
,
instanceTwo
.
transform
.
position
);
PrefabUtility
.
ApplyPrefabInstance
(
instanceOne
);
PrefabUtility
.
ApplyPrefabInstance
(
instanceOne
,
InteractionMode
.
AutomatedAction
);
TestNavMeshExistsAloneAtPosition
(
k_RedArea
,
instanceTwo
.
transform
.
position
);
...
...
@@ -713,7 +713,7 @@ public IEnumerator NavMeshSurfacePrefab_AfterClearedInstanceAppliedBack_HasEmpty
var
expectedAreaMask
=
1
<<
k_PrefabDefaultArea
;
Assert
.
IsFalse
(
HasNavMeshAtPosition
(
Vector3
.
zero
,
expectedAreaMask
));
PrefabUtility
.
ApplyPrefabInstance
(
instance
);
PrefabUtility
.
ApplyPrefabInstance
(
instance
,
InteractionMode
.
AutomatedAction
);
AssetDatabase
.
OpenAsset
(
prefab
);
var
prefabStage
=
PrefabStageUtility
.
GetCurrentPrefabStage
();
...
...
@@ -744,7 +744,7 @@ public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_InstanceIsLikePr
TestNavMeshExistsAloneAtPosition
(
k_RedArea
,
Vector3
.
zero
);
PrefabUtility
.
RevertPrefabInstance
(
instance
);
PrefabUtility
.
RevertPrefabInstance
(
instance
,
InteractionMode
.
AutomatedAction
);
TestNavMeshExistsAloneAtPosition
(
k_PrefabDefaultArea
,
Vector3
.
zero
);
...
...
@@ -771,7 +771,7 @@ public IEnumerator NavMeshSurfacePrefab_WhenInstanceRevertsBack_TheInstanceAsset
Assert
.
IsTrue
(
System
.
IO
.
File
.
Exists
(
instanceAssetPath
),
"Instance's NavMeshData file must exist. ({0})"
,
instanceAssetPath
);
PrefabUtility
.
RevertPrefabInstance
(
instance
);
PrefabUtility
.
RevertPrefabInstance
(
instance
,
InteractionMode
.
AutomatedAction
);
Assert
.
IsFalse
(
System
.
IO
.
File
.
Exists
(
instanceAssetPath
),
"Instance's NavMeshData file still exists after revert. ({0})"
,
instanceAssetPath
);
...
...
Assets/Tests/Editor/NavMeshSurfaceInPrefabVariantTests.cs
浏览文件 @
5e24ba33
...
...
@@ -65,7 +65,7 @@ public void OneTimeTearDown()
PrefabStageAutoSavingUtil
.
SetPrefabStageAutoSave
(
SessionState
.
GetBool
(
k_AutoSaveKey
,
PrefabStageAutoSavingUtil
.
GetPrefabStageAutoSave
()));
StageUtility
.
GoToMainStage
();
EditorSceneManager
.
ClearSceneDirtiness
(
SceneManager
.
GetActiveScene
());
EditorSceneManager
.
SaveScene
(
SceneManager
.
GetActiveScene
());
if
(
string
.
IsNullOrEmpty
(
m_PreviousScenePath
))
{
...
...
@@ -186,7 +186,8 @@ public IEnumerator NavMeshSurfacePrefabVariant_WhenFreshAndRebaked_ParentAssetUn
public
IEnumerator
NavMeshSurfacePrefabVariant_WhenCustomizedAndRebaked_OldAssetDiscardedAndParentAssetUnchanged
()
{
var
prefabVariant
=
AssetDatabase
.
LoadAssetAtPath
<
GameObject
>(
m_PrefabVariantPath
);
var
theOriginalPrefab
=
PrefabUtility
.
GetOriginalSourceOrVariantRoot
(
prefabVariant
);
var
theOriginalPrefabPath
=
PrefabUtility
.
GetPrefabAssetPathOfNearestInstanceRoot
(
prefabVariant
);
var
theOriginalPrefab
=
AssetDatabase
.
LoadAssetAtPath
<
GameObject
>(
theOriginalPrefabPath
);
AssetDatabase
.
OpenAsset
(
theOriginalPrefab
);
var
theOriginalPrefabStage
=
PrefabStageUtility
.
GetCurrentPrefabStage
();
...
...
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