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Use runEditorTest instead of executeMethod
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litefeel committed Oct 14, 2018
1 parent 2189d7d commit 96fe9c6
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Showing 2 changed files with 5 additions and 6 deletions.
9 changes: 4 additions & 5 deletions Assets/Test/Editor/MyTest.cs
Original file line number Diff line number Diff line change
@@ -1,11 +1,10 @@
using litefeel;
using NUnit.Framework;
using UnityEditor;

public class MyTest {

// Use this for initialization

//[InitializeOnLoadMethod]
public class MyTest
{
[Test]
public static void Test () {
AssetDatabase.DeleteAsset("Assets/Plugins/BitmapFontImporter/Examples/Font1/font1.fontsettings");
AssetDatabase.DeleteAsset("Assets/Plugins/BitmapFontImporter/Examples/Font2/font2.fontsettings");
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2 changes: 1 addition & 1 deletion Scripts/build.sh
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ echo "Run test "
-silent-crashes \
-logFile $(pwd)/unity.log \
-projectPath $(pwd) \
-executeMethod MyTest.Test \
-runEditorTests \
-quit

code=$?
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