refactor(test): remove IEnumerator tests

Use synchronous NUnit tests
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Oliver Booth 2023-04-10 13:38:56 +01:00
parent 77ab429f72
commit 0b5bb074c8
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1 changed files with 8 additions and 14 deletions

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