init
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using Sirenix.Utilities;
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using UnityEditor;
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using UnityEngine;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Accessory;
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namespace Test.EditMode.Prefabs.Generic
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{
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public class NecklaceObjectTest
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{
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private List<GameObject> _gameObjects = new();
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[OneTimeSetUp]
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public void Setup()
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{
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AssetDatabase.FindAssets($"t:{nameof(GameObject)}").ForEach(gameObjectGuid =>
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{
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var gameObjectPath = AssetDatabase.GUIDToAssetPath(gameObjectGuid);
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var gameObject = AssetDatabase.LoadAssetAtPath<GameObject>(gameObjectPath);
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var necklaceObjects = gameObject.GetComponentsInChildren<AccessoryObject>();
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// Only necklace for current testing
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if (necklaceObjects.All(necklace => necklace.accessoryData.accessoryType != AccessoryType.Necklace)) return;
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// If prefab have any AccessoryObject - take it, we will test it
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if (necklaceObjects.Length > 0) _gameObjects.Add(gameObject);
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});
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}
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[OneTimeTearDown]
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public void Cleanup()
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{
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_gameObjects?.Clear();
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_gameObjects = null;
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}
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[Test]
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public void NothingToTest()
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{
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}
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}
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}
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