GSServer-CBT/soggy_resources/lua/UAuto/TestCases/UAutoLuaTestCaseExample.lua

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--baseClass提供基础接口
local baseClass = require('UAuto/Base/UAutoLuaTestBase')
--所有testcase继承baseClass
local UAutoLuaTestCase = class("UAutoLuaTestCaseExample",baseClass)
local self = UAutoLuaTestCase
--测试集名称(必选)
UAutoLuaTestCase.TestFixture = "UAutoLuaTestCaseExample"
--测试集所属分类(可选)
--UAutoLuaTestCase.Category = "All"
--测试集执行顺序(可选)
UAutoLuaTestCase.Order = 99
--测试集描述(可选)
--UAutoLuaTestCase.Description = "Base Description"
--测试case
UAutoLuaTestCase.MonoTest1 = {
--当前case执行顺序
Order=2,
--当前case分类
Category="UI",
--测试case类型MonoTest 游戏中测试以协程方式执行可以通过yield_return释放控制权不会卡住游戏
Type = CaseType.MonoTest,
--case描述
Description = "I am MonoTest1.",
--具体case的执行逻辑MonoTest类型需用UAutoCoroutine开头
Action = UAutoCoroutine(
function()
print("corotine start")
local t = os.time()
yield_return(CS.UnityEngine.WaitForSeconds(10))
print("wait 10 sec: "..os.time() - t)
t = os.time()
yield_return(CS.UnityEngine.WaitForEndOfFrame())
print("WaitForEndOfFrame: "..os.time() - t)
-- 调用嵌套的coroutine用UAutoCoroutine包装嵌套协程函数需在最后另加上()括号
UAutoCoroutine(UAutoLuaTestCase.internalCoroutine)()
t = os.time()
yield_return(CS.UnityEngine.WaitForSeconds(30))
print("wait another 30 sec: "..os.time() - t )
print("corotine end")
end
),
}
--嵌套协程函数测试
function UAutoLuaTestCase.internalCoroutine()
print "internalCoroutine"
local t = os.time()
yield_return(CS.UnityEngine.WaitForSeconds(10))
print ("internalCoroutine after 10 sec:"..os.time() - t)
end
--普通类型测试
UAutoLuaTestCase.Test1 = {
Order=1,
Category="UI",
Type = CaseType.Test,
Description = "I am Test1.",
Action = function()
print("UAutoLuaTestCase1.Test")
end
}
--环境准备
UAutoLuaTestCase.SetUp = {
Type = CaseType.SetUp,
Action = function()
assert(1==2,"error test")
print("UAutoLuaTestCase1.SetUp")
end
}
--环境清理
UAutoLuaTestCase.TearDown = {
Type = CaseType.TearDown,
Action = function()
print("UAutoLuaTestCase1.TearDown")
end
}
--一定要返回当前类对象
return UAutoLuaTestCase