Update Project
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using ModestTree;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Zenject.Internal
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{
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public static class ZenjectTestUtil
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{
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public const string UnitTestRunnerGameObjectName = "Code-based tests runner";
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public static void DestroyEverythingExceptTestRunner(bool immediate)
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{
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var testRunner = GameObject.Find(UnitTestRunnerGameObjectName);
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Assert.IsNotNull(testRunner);
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GameObject.DontDestroyOnLoad(testRunner);
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// We want to clear all objects across all scenes to ensure the next test is not affected
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// at all by previous tests
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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foreach (var obj in SceneManager.GetSceneAt(i).GetRootGameObjects())
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{
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GameObject.DestroyImmediate(obj);
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}
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}
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if (ProjectContext.HasInstance)
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{
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var dontDestroyOnLoadRoots = ProjectContext.Instance.gameObject.scene
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.GetRootGameObjects();
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foreach (var rootObj in dontDestroyOnLoadRoots)
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{
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if (rootObj.name != UnitTestRunnerGameObjectName)
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{
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if (immediate)
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{
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GameObject.DestroyImmediate(rootObj);
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}
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else
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{
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GameObject.Destroy(rootObj);
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}
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}
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}
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}
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}
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}
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}
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