using NUnit.Framework; using Unity.Pipeline.Editor; using UnityEditor; namespace Unity.Pipeline.Tests.Editor { class RuntimePipelineConfigEditorTests { [TestCase(false, true, MessageType.Info, "Runtime Pipeline lets a Player build be remotely controlled", TestName = "GetStatusMessage_DisabledInBuilds_ReturnsFeatureInfo")] [TestCase(true, true, MessageType.Warning, "Only ship this in development", TestName = "GetStatusMessage_EnabledWithDevelopmentBuildOn_ReturnsWarning")] [TestCase(true, false, MessageType.Info, "no effect on the next build", TestName = "GetStatusMessage_EnabledWithDevelopmentBuildOff_ReturnsNoEffectInfo")] public void GetStatusMessage_ReturnsExpectedMessage( bool enableInBuilds, bool developmentBuildCurrentlyOn, MessageType expectedType, string expectedSubstring) { var status = RuntimePipelineConfigEditor.GetStatusMessage(enableInBuilds, developmentBuildCurrentlyOn); Assert.AreEqual(expectedType, status.Type); StringAssert.Contains(expectedSubstring, status.Message); } } }