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Holidayで自動テストの活用方法を検討し追加する #7
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{ | |||
"name": "Extreal.SampleApp.Holiday.Tests", |
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Holiday.TestsにPerformanceTestと今回のテストをまとめた方がAssets直下のディレクトリが増えなくて、全体を理解しやすそうと感じました。
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namespace Extreal.SampleApp.Holiday.Tests | ||
{ | ||
public class GoldenPath |
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機能テストに合わせてるのであればそういうクラス名にした方が追跡しやすいと思います。
"com.unity.ide.visualstudio": "2.0.17", | ||
"com.unity.ide.vscode": "1.2.5", | ||
"com.unity.inputsystem": "1.5.0", | ||
"com.unity.mobile.android-logcat": "1.3.2", | ||
"com.unity.render-pipelines.universal": "12.1.10", | ||
"com.unity.test-framework": "1.3.0", | ||
"com.unity.testtools.codecoverage": "1.2.2", | ||
"com.unity.testtools.codecoverage": "1.1.1", |
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unityのcode coverage、1.2.3でやっとgeneric typeのバグ治ったので上げても大丈夫かもしれないです。
https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
[UnityTest] | ||
public IEnumerator GoldenPathTest() => UniTask.ToCoroutine(async () => | ||
{ | ||
// Loads application |
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コメントとLoggerで同じ内容を書いているので、コメントは削除してよいと思います。
Logger.LogInfo("Inputs player name"); | ||
var playerNameInputField = FindObjectOfTypeAndAssert<TMP_InputField>(); | ||
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playerNameInputField.Select(); |
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全体的にユーザー操作がイメージできるような抽象度になってないので、理解とメンテ負荷が高いように思います。
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// Starts to download data and enters AvatarSelectionScreen | ||
Logger.LogInfo("Starts to download data and enters AvatarSelectionScreen"); | ||
titleGoButton.onClick.Invoke(); |
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今どのステージのどのシーンが対象なのか分かるような書き方にできないかな、と思いました。
さらに操作対象のステージやシーンのアサートも合った方がいいと思います。
何の変更を加えましたか?
何を確認しましたか?
実装
テスト
テスト用のコード改変なので以下は対象外。
変更影響
レビュアーへのメッセージ