提交 5e24ba33 编写于 作者: A Adrian T

Adapt to changes in the API and access modifiers.

上级 f1ff9dcc
......@@ -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))
{
......
......@@ -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);
......
......@@ -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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