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] internal class TestSeededInput { const int kNumOverlaps = 4; // we know there are four overlaps between the input asset, and the seeded assets. const int kNumDupesToKeep = 2; [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. int prevInputManagerSize = inputManagerCurrentData.arraySize; SeedXRInputBindings tsxib = new SeedXRInputBindings(); Dictionary axisMap = new Dictionary(); 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) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included. List currentInputData = new List(); 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; inputManagerCurrentData.arraySize = 0; SeedXRInputBindings tsxib = new SeedXRInputBindings(); Dictionary axisMap = new Dictionary(); 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"); // we want to maintain a few records to ensure that we dont add duplicates. inputManagerCurrentData.arraySize = kNumDupesToKeep; List currentInputData = new List(); tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData); // now, we should only have two elements that match, seeing as we only left two items in the asset. int trueCount = 0; foreach (var item in axisMap) { if (item.Value.exists) trueCount++; } Assert.That(trueCount == kNumDupesToKeep); 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) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included. 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(); } } }