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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 {
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<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) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included.
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; inputManagerCurrentData.arraySize = 0;
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"); // we want to maintain a few records to ensure that we dont add duplicates.
inputManagerCurrentData.arraySize = kNumDupesToKeep;
List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
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(); }
}}
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