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Magical-Jumping-Bean/Library/metadata/e4/e4e290d31ab7fb54880746bb8f818e0d
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2019-09-29 19:40:54 -04:00
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N. =¡{¿Eˆpd»øèÐEPackages/com.unity.ugui/Tests/Runtime/EventSystem/InputModuleTests.csày¯InputModuleTests
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.TestTools;
using UnityEngine.UI;
public class InputModuleTests
{
Camera m_Camera;
EventSystem m_EventSystem;
FakeBaseInput m_FakeBaseInput;
StandaloneInputModule m_StandaloneInputModule;
Canvas m_Canvas;
Image m_Image;
[SetUp]
public void TestSetup()
{
// Camera | Canvas (Image) | Event System
m_Camera = new GameObject("Camera").AddComponent<Camera>();
m_Camera.transform.LookAt(Vector3.forward);
m_Canvas = new GameObject("Canvas").AddComponent<Canvas>();
m_Canvas.renderMode = RenderMode.ScreenSpaceCamera;
m_Canvas.worldCamera = m_Camera;
m_Canvas.gameObject.AddComponent<GraphicRaycaster>();
m_Image = new GameObject("Image").AddComponent<Image>();
m_Image.gameObject.transform.SetParent(m_Canvas.transform);
RectTransform imageRectTransform = m_Image.GetComponent<RectTransform>();
imageRectTransform.localScale = new Vector3(500f, 500f, 500f);
imageRectTransform.localPosition = Vector3.zero;
GameObject go = new GameObject("Event System");
m_StandaloneInputModule = go.AddComponent<StandaloneInputModule>();
m_FakeBaseInput = go.AddComponent<FakeBaseInput>();
// Override input with FakeBaseInput so we can send fake mouse/keyboards button presses and touches
m_StandaloneInputModule.inputOverride = m_FakeBaseInput;
m_EventSystem = go.AddComponent<EventSystem>();
m_EventSystem.pixelDragThreshold = 1;
Cursor.lockState = CursorLockMode.None;
}
[UnityTest]
public IEnumerator DragCallbacksDoGetCalled()
{
// While left mouse button is pressed and the mouse is moving, OnBeginDrag and OnDrag callbacks should be called
// Then when the left mouse button is released, OnEndDrag callback should be called
// Add script to EventSystem to update the mouse position
m_EventSystem.gameObject.AddComponent<MouseUpdate>();
// Add script to Image which implements OnBeginDrag, OnDrag & OnEndDrag callbacks
m_Image.gameObject.AddComponent<DragCallbackCheck>();
// Setting required input.mousePresent to fake mouse presence
m_FakeBaseInput.MousePresent = true;
yield return null;
// Left mouse button down simulation
m_FakeBaseInput.MouseButtonDown[0] = true;
yield return null;
// Left mouse button down flag needs to reset in the next frame
m_FakeBaseInput.MouseButtonDown[0] = false;
yield return null;
// Left mouse button up simulation
m_FakeBaseInput.MouseButtonUp[0] = true;
yield return null;
// Left mouse button up flag needs to reset in the next frame
m_FakeBaseInput.MouseButtonUp[0] = false;
yield return null;
LogAssert.Expect(LogType.Log, "OnBeginDrag");
LogAssert.Expect(LogType.Log, "OnDrag");
LogAssert.Expect(LogType.Log, "OnEndDrag");
}
[TearDown]
public void TearDown()
{