SeedXRInputBindingsTests.cs
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using UnityEngine;
using UnityEngine.TestTools;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEditor.XR.LegacyInputHelpers;
using UnityEditor;
namespace UnityEditor.XR.LegacyInputHelpers.Tests
{
[TestFixture]
public class TestSeededInput
{
[Test]
public void SeededInput_FillsOutCompleteData()
{
// load the input asset
var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
var serializedObject = new SerializedObject(inputManagerAsset);
var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// cache the number of items so we can reset.
inputManagerCurrentData.arraySize = 0;
int prevInputManagerSize = inputManagerCurrentData.arraySize;
SeedXRInputBindings tsxib = new SeedXRInputBindings();
Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
for (int i = 0; i < tsxib.axisList.Count; ++i)
{
axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
}
tsxib.GenerateXRBindings();
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// did we create the right number of things?
Assert.That(inputManagerCurrentData.arraySize == prevInputManagerSize + tsxib.axisList.Count);
List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// the axis map should now be true for every element.
foreach(var item in axisMap)
{
Assert.That(item.Value.exists == true);
}
inputManagerCurrentData.arraySize = prevInputManagerSize;
serializedObject.ApplyModifiedProperties();
AssetDatabase.Refresh();
}
[Test]
public void SeededInput_DoesntAddDuplicates()
{
// load the input asset
var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
var serializedObject = new SerializedObject(inputManagerAsset);
var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
// cache the number of items so we can reset.
int prevInputManagerSize = inputManagerCurrentData.arraySize;
SeedXRInputBindings tsxib = new SeedXRInputBindings();
Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
for (int i = 0; i < tsxib.axisList.Count; ++i)
{
axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
}
tsxib.GenerateXRBindings();
// slam back the value to a smaller number
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
inputManagerCurrentData.arraySize = prevInputManagerSize + 2;
List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// the axis map should now be true for every element.
int trueCount = 0;
foreach (var item in axisMap)
{
if (item.Value.exists)
trueCount++;
}
Assert.That(trueCount == 2);
tsxib.GenerateXRBindings();
inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
serializedObject = new SerializedObject(inputManagerAsset);
inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
Assert.That(inputManagerCurrentData.arraySize == prevInputManagerSize + tsxib.axisList.Count);
tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
// the axis map should now be true for every element.
foreach (var item in axisMap)
{
Assert.That(item.Value.exists == true);
}
inputManagerCurrentData.arraySize = prevInputManagerSize;
serializedObject.ApplyModifiedProperties();
AssetDatabase.Refresh();
}
}
}