--baseClass提供基础接口 local baseClass = require('UAuto/Base/UAutoLuaTestBase') --所有testcase继承baseClass local UAutoLuaTestCase = class("RunScene",baseClass) local self = UAutoLuaTestCase self.TestFixture = "TestMemDungeonInOut" self.Category = "PerformanceTest" self.Description = "性能测试内存泄露" self.Order=10001 self.Step1 = { Order = 1, Type = CaseType.MonoTest, Description = "移动到目标点", Action = UAutoCoroutine(function() -- 获取当前entity local entityManager = singletonManager:GetSingletonInstance("MoleMole.EntityManager") local localAvatar = entityManager:GetLocalAvatarEntity() yield_return(self.base:RunGM("STAMINA INFINITE ON")) yield_return(self.base:RunGM("WUDI ON")) -- 设定角色隐身 CS.MoleMole.GlobalVars.DebugPlayerInvisible_On = true -- 开启内存采集 yield_return(self.base:RunGM("StartStatMemory TestMem_Snapshot")) for i=0,30,1 do if math.fmod(i, 6) == 0 then -- 内存快照(详细) yield_return(self.base:RunGM("SnapshotStateMemory true")) end -- 等待3秒 yield_return(CS.UnityEngine.WaitForSeconds(3)) -- 内存快照 yield_return(self.base:RunGM("SnapshotStateMemory false")) -- 等待3秒 yield_return(CS.UnityEngine.WaitForSeconds(3)) -- 进入副本 yield_return(self.base:RunGM("dungeon 1")) -- 等待10秒 : 进副本Loading界面 yield_return(CS.UnityEngine.WaitForSeconds(10)) -- 内存快照 yield_return(self.base:RunGM("SnapshotStateMemory false")) -- 等待3秒 yield_return(CS.UnityEngine.WaitForSeconds(3)) -- 退出副本 yield_return(self.base:RunGM("DUNGEON QUIT")) -- 等待10秒 yield_return(CS.UnityEngine.WaitForSeconds(10)) end -- 结束内存采集 yield_return(self.base:RunGM("StopStatMemory")) end) } return self