Files
UnityExplorer_Fix/src/Tests/TestClass.cs
sinaioutlander ad54d2c76b 2.0.2
* Added support for viewing Texture2D (and Sprite) from the Inspector, and exporting them to PNG
* Fixed an issue with generic methods not showing their return value type
* Fixed an issue where destroyed UnityEngine.Objects would cause issues in the inspector
* Fixed an issue when caching a ValueCollection of a Dictionary (the generic argument for the Entry Type is the last arg, not the first as with other Enumerables)
2020-10-10 20:19:56 +11:00

170 lines
4.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using System.Reflection;
using System.Runtime.InteropServices;
using Explorer.UI.Shared;
#if CPP
using UnhollowerBaseLib;
using UnityEngine.SceneManagement;
#endif
namespace Explorer.Tests
{
public static class StaticTestClass
{
public static int StaticProperty => 5;
public static int StaticField = 69;
public static List<string> StaticList = new List<string>
{
"one",
"two",
"three",
};
public static void StaticMethod() { }
}
public class TestClass
{
public static TestClass Instance => m_instance ?? (m_instance = new TestClass());
private static TestClass m_instance;
public Texture2D TestTexture = UIStyles.MakeTex(200, 200, Color.white);
public static Sprite TestSprite;
public static int StaticProperty => 5;
public static int StaticField = 5;
public int NonStaticField;
#if CPP
public static IntPtr FindICall(string name) => il2cpp_resolve_icall(name);
[DllImport("GameAssembly", CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
private static extern IntPtr il2cpp_resolve_icall([MarshalAs(UnmanagedType.LPStr)] string name);
#endif
#if CPP
public static Il2CppSystem.Collections.Generic.HashSet<string> ILHashSetTest;
#endif
public TestClass()
{
#if CPP
TestTexture.name = "TestTexture";
var r = new Rect(0, 0, TestTexture.width, TestTexture.height);
var v2 = Vector2.zero;
var v4 = Vector4.zero;
TestSprite = Sprite.CreateSprite_Injected(TestTexture, ref r, ref v2, 100f, 0u, SpriteMeshType.Tight, ref v4, false);
GameObject.DontDestroyOnLoad(TestTexture);
GameObject.DontDestroyOnLoad(TestSprite);
ILHashSetTest = new Il2CppSystem.Collections.Generic.HashSet<string>();
ILHashSetTest.Add("1");
ILHashSetTest.Add("2");
ILHashSetTest.Add("3");
#endif
}
public static string TestRefInOutGeneric<T>(ref string arg0, in int arg1, out string arg2)
{
arg2 = "this is arg2";
return $"T: '{typeof(T).FullName}', ref arg0: '{arg0}', in arg1: '{arg1}', out arg2: '{arg2}'";
}
// test a non-generic dictionary
public Hashtable TestNonGenericDict()
{
return new Hashtable
{
{ "One", 1 },
{ "Two", 2 },
{ "Three", 3 },
};
}
// test HashSets
public static HashSet<string> HashSetTest = new HashSet<string>
{
"One",
"Two",
"Three"
};
// Test indexed parameter
public string this[int arg0, string arg1]
{
get
{
return $"arg0: {arg0}, arg1: {arg1}";
}
}
// Test basic list
public static List<string> TestList = new List<string>
{
"1",
"2",
"3",
"etc..."
};
// Test a nested dictionary
public static Dictionary<int, Dictionary<string, int>> NestedDictionary = new Dictionary<int, Dictionary<string, int>>
{
{
1,
new Dictionary<string, int>
{
{
"Sub 1", 123
},
{
"Sub 2", 456
},
}
},
{
2,
new Dictionary<string, int>
{
{
"Sub 3", 789
},
{
"Sub 4", 000
},
}
},
};
// Test a basic method
public static Color TestMethod(float r, float g, float b, float a)
{
return new Color(r, g, b, a);
}
// A method with default arguments
public static Vector3 TestDefaultArgs(float arg0, float arg1, float arg2 = 5.0f)
{
return new Vector3(arg0, arg1, arg2);
}
}
}