Exemple #1
0
        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);

            Dictionary <string, SeedXRInputBindings.BindingData> dataMap = new Dictionary <string, SeedXRInputBindings.BindingData>();
            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();
        }
        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();
        }