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Game/Library/PackageCache/com.unity.package-manager-ui@2.0.13/Tests/Editor/Services/Mock/MockAddOperation.cs
2021-01-16 18:29:12 +01:00

59 lines
1.9 KiB
C#

using System;
using System.Linq;
namespace UnityEditor.PackageManager.UI.Tests
{
internal class MockAddOperation : MockOperation, IAddOperation
{
public new event Action<Error> OnOperationError = delegate { };
public new event Action OnOperationFinalized = delegate { };
public event Action<PackageInfo> OnOperationSuccess = delegate { };
public PackageInfo PackageInfo { get; set; }
public MockAddOperation(MockOperationFactory factory, PackageInfo packageInfo = null) : base(factory)
{
PackageInfo = packageInfo;
}
public void AddPackageAsync(PackageInfo packageInfo, Action<PackageInfo> doneCallbackAction = null,
Action<Error> errorCallbackAction = null)
{
if (ForceError != null)
{
if (errorCallbackAction != null)
errorCallbackAction(ForceError);
IsCompleted = true;
OnOperationError(ForceError);
}
else
{
// on add package success, add the package to the list and set it to current
var list = Factory.Packages.ToList();
list.RemoveAll(p => p.PackageId.ToLower() == packageInfo.PackageId.ToLower());
list.Add(packageInfo);
Factory.Packages = list;
Factory.Packages.ByName(packageInfo.Name).SetCurrent(false);
packageInfo.IsCurrent = true;
if (doneCallbackAction != null)
doneCallbackAction(PackageInfo);
IsCompleted = true;
OnOperationSuccess(PackageInfo);
}
OnOperationFinalized();
}
internal void ResetEvents()
{
OnOperationError = delegate { };
OnOperationFinalized = delegate { };
OnOperationSuccess = delegate { };
}
}
}