IndieGame/client/Packages/com.unity.ugui@1.0.0/Tests/Runtime/Canvas/CanvasScalerWithChildTextObjectDoesNotCrash.cs

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2024-10-11 10:12:15 +08:00
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
[TestFixture]
[Category("RegressionTest")]
[Description("CoveredBugID = 734299")]
public class CanvasScalerWithChildTextObjectDoesNotCrash
{
GameObject m_CanvasObject;
[SetUp]
public void TestSetup()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExecuteMenuItem("Window/General/Game");
#endif
}
[UnityTest]
public IEnumerator CanvasScalerWithChildTextObjectWithTextFontDoesNotCrash()
{
//This adds a Canvas component as well
m_CanvasObject = new GameObject("Canvas");
var canvasScaler = m_CanvasObject.AddComponent<CanvasScaler>();
m_CanvasObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceCamera;
//the crash only reproduces if the text component is a child of the game object
//that has the CanvasScaler component and if it has an actual font and text set
var textObject = new GameObject("Text").AddComponent<UnityEngine.UI.Text>();
textObject.font = Font.CreateDynamicFontFromOSFont("Arial", 14);
textObject.text = "New Text";
textObject.transform.SetParent(m_CanvasObject.transform);
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2(1080, 1020);
//The crash happens when setting the referenceResolution to a small value
canvasScaler.referenceResolution = new Vector2(9, 9);
//We need to wait a few milliseconds for the crash to happen, otherwise Debug.Log will
//get executed and the test will pass
yield return new WaitForSeconds(0.1f);
Assert.That(true);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasObject);
}
}