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テスト時の Asset 生成を回避
* あとで。ゴミ掃除問題
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@ -220,9 +220,9 @@ namespace UniGLTF
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[Category("UnityPath")]
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[TestCase("", PathType.Unsuported)]
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[TestCase("Assets", PathType.Unsuported)]
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[TestCase("Assets/存在するフォルダ", PathType.Assets)]
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[TestCase("Assets/何らかの/パス", PathType.Assets)]
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[TestCase("Packages", PathType.Unsuported)]
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[TestCase("Packages/存在するローカルパッケージ", PathType.Packages)]
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[TestCase("Packages/ローカルパッケージ", PathType.Packages)]
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public void UnityPathPathType(string path, PathType pathType)
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{
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var assets = UnityPath.FromUnityPath(path);
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@ -233,9 +233,9 @@ namespace UniGLTF
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[Category("UnityPath")]
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[TestCase("", false)]
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[TestCase("Assets", false)]
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[TestCase("Assets/存在するフォルダ", true)]
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[TestCase("Assets/何らかの/パス", true)]
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[TestCase("Packages", false)]
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[TestCase("Packages/存在するローカルパッケージ", true)]
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// [TestCase("Packages/存在するローカルパッケージ", true)]
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public void UnityPathWritableTest(string path, bool expected)
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{
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var assets = UnityPath.FromUnityPath(path);
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