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Use runEditorTest instead of executeMethod
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-6
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2 files changed

+5
-6
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Assets/Test/Editor/MyTest.cs

Lines changed: 4 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1,11 +1,10 @@
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using litefeel;
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using NUnit.Framework;
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using UnityEditor;
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public class MyTest {
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// Use this for initialization
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//[InitializeOnLoadMethod]
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public class MyTest
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{
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[Test]
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public static void Test () {
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AssetDatabase.DeleteAsset("Assets/Plugins/BitmapFontImporter/Examples/Font1/font1.fontsettings");
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AssetDatabase.DeleteAsset("Assets/Plugins/BitmapFontImporter/Examples/Font2/font2.fontsettings");

Scripts/build.sh

Lines changed: 1 addition & 1 deletion
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@@ -9,7 +9,7 @@ echo "Run test "
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-silent-crashes \
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-logFile $(pwd)/unity.log \
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-projectPath $(pwd) \
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-executeMethod MyTest.Test \
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-runEditorTests \
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-quit
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code=$?

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