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https://github.com/oliverbooth/X10D
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refactor(test): remove IEnumerator tests
Use synchronous NUnit tests
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@ -1,18 +1,16 @@
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#nullable enable
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#nullable enable
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using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using System.Diagnostics.CodeAnalysis;
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using NUnit.Framework;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Object = UnityEngine.Object;
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using Object = UnityEngine.Object;
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namespace X10D.Unity.Tests
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namespace X10D.Unity.Tests
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{
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{
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public class GameObjectTests
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public class GameObjectTests
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{
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{
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[UnityTest]
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[Test]
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public IEnumerator GetComponentsInChildrenOnly_ShouldIgnoreParent()
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public void GetComponentsInChildrenOnly_ShouldIgnoreParent()
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{
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{
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var parent = new GameObject();
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var parent = new GameObject();
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parent.AddComponent<Rigidbody>();
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parent.AddComponent<Rigidbody>();
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@ -27,12 +25,11 @@ namespace X10D.Unity.Tests
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Object.Destroy(parent);
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Object.Destroy(parent);
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Object.Destroy(child);
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Object.Destroy(child);
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yield break;
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}
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}
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[UnityTest]
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[Test]
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[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
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[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
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public IEnumerator LookAt_ShouldRotateSameAsTransform()
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public void LookAt_ShouldRotateSameAsTransform()
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{
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{
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var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
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var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
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var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
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var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
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@ -65,11 +62,10 @@ namespace X10D.Unity.Tests
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Object.Destroy(first);
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Object.Destroy(first);
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Object.Destroy(second);
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Object.Destroy(second);
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yield break;
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}
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}
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[UnityTest]
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[Test]
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public IEnumerator SetLayerRecursively_ShouldSetLayerRecursively()
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public void SetLayerRecursively_ShouldSetLayerRecursively()
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{
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{
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var parent = new GameObject();
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var parent = new GameObject();
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var child = new GameObject();
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var child = new GameObject();
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@ -92,12 +88,11 @@ namespace X10D.Unity.Tests
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Object.Destroy(parent);
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Object.Destroy(parent);
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Object.Destroy(child);
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Object.Destroy(child);
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Object.Destroy(grandChild);
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Object.Destroy(grandChild);
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yield break;
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}
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}
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[UnityTest]
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[Test]
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[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
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[SuppressMessage("ReSharper", "Unity.InefficientPropertyAccess", Justification = "False positive.")]
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public IEnumerator SetParent_ShouldSetParent()
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public void SetParent_ShouldSetParent()
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{
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{
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var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
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var first = new GameObject {transform = {position = Vector3.zero, rotation = Quaternion.identity}};
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var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
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var second = new GameObject {transform = {position = Vector3.right, rotation = Quaternion.identity}};
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@ -116,7 +111,6 @@ namespace X10D.Unity.Tests
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Object.Destroy(first);
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Object.Destroy(first);
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Object.Destroy(second);
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Object.Destroy(second);
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yield break;
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}
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}
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}
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}
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}
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}
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