IndieGame/client/Packages/com.unity.ugui@1.0.0/Tests/Runtime/InputField/InputFieldTests.cs

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2024-10-11 10:12:15 +08:00
using System;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.TestTools;
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEngine.UI;
using System.Reflection;
namespace InputfieldTests
{
public class BaseInputFieldTests
{
protected GameObject m_PrefabRoot;
public void CreateInputFieldAsset(string prefabPath)
{
#if UNITY_EDITOR
var rootGO = new GameObject("rootGo");
var canvasGO = new GameObject("Canvas", typeof(Canvas));
canvasGO.transform.SetParent(rootGO.transform);
var canvas = canvasGO.GetComponent<Canvas>();
canvas.referencePixelsPerUnit = 100;
GameObject inputFieldGO = new GameObject("InputField", typeof(RectTransform), typeof(InputField));
inputFieldGO.transform.SetParent(canvasGO.transform);
GameObject textGO = new GameObject("Text", typeof(RectTransform), typeof(Text));
textGO.transform.SetParent(inputFieldGO.transform);
GameObject eventSystemGO = new GameObject("EventSystem", typeof(EventSystem), typeof(FakeInputModule));
eventSystemGO.transform.SetParent(rootGO.transform);
InputField inputField = inputFieldGO.GetComponent<InputField>();
inputField.interactable = true;
inputField.enabled = true;
inputField.textComponent = textGO.GetComponent<Text>();
inputField.textComponent.fontSize = 12;
inputField.textComponent.supportRichText = false;
if (!Directory.Exists("Assets/Resources/"))
Directory.CreateDirectory("Assets/Resources/");
PrefabUtility.SaveAsPrefabAsset(rootGO, prefabPath);
GameObject.DestroyImmediate(rootGO);
#endif
}
}
}