using System; using System.Linq; using System.Reflection; using NUnit.Framework; using UnityEngine; namespace UnityEditor.AddressableAssets.Tests { /* * This test exists to verify that all classes are correctly specified within a Unity namespace as developer IDEs * like to put new files into package folder namespaces like Editor.Build. If this test is failing for * you make sure it is in a Unity specific namespace. */ public class NamespaceTests { public static Type[] defaultNamespaceTypes = new Type[] { typeof(AddressablesPlayerBuildProcessor), typeof(RevertUnchangedAssetsToPreviousAssetState), }; [Test] public void AllEditorClassesAreInCorrectNamespace() { string assemblyName = "Unity.Addressables.Editor"; // Specify the root namespace you want to check string rootNamespace = "UnityEditor.AddressableAssets"; // Load the assembly Assembly assembly = Assembly.Load(assemblyName); // Get all types in the assembly Type[] types = assembly.GetTypes(); // Filter for only classes (excluding interfaces, enums, etc.) var classes = types.Where(t => t.IsClass && t.IsPublic); foreach (var classType in classes) { if (defaultNamespaceTypes.Contains(classType)) { Assert.IsNull(classType.Namespace, $"Class {classType.FullName} is not in the default namespace as expected."); continue; } // Check if the class is in the correct namespace Assert.IsTrue(IsInNamespaceOrChildren(classType, rootNamespace), $"Class {classType.FullName} is in {classType.Namespace} which is not in the {rootNamespace} namespace or its children."); } } private bool IsInNamespaceOrChildren(Type type, string rootNamespace) { string typeNamespace = type.Namespace; // Check if the type's namespace starts with the root namespace return typeNamespace != null && typeNamespace.StartsWith(rootNamespace); } } }