Exemple #1
0
        public virtual void TearDown()
        {
            ////REVIEW: What's the right thing to do here? ATM InputSystem.Restore() will not disable
            ////        actions and readding devices we refresh all enabled actions. That means that when
            ////        we restore, the action above will get refreshed and not find a 'test' interaction
            ////        registered in the system. Should we force-disable all actions on Restore()?
            InputSystem.DisableAllEnabledActions();

            if (testRuntime.m_DeviceCommandCallbacks != null)
            {
                testRuntime.m_DeviceCommandCallbacks.Clear();
            }

            testRuntime.Dispose();

            InputSystem.Restore();

            // Re-enable input debugger.
            #if UNITY_EDITOR
            InputDebuggerWindow.Enable();
            #endif
        }
Exemple #2
0
        public virtual void TearDown()
        {
            // Destroy any GameObject in the current scene that isn't hidden and isn't the
            // test runner object. Do this first so that any cleanup finds the system in the
            // state it expects.
            var scene = SceneManager.GetActiveScene();

            foreach (var go in scene.GetRootGameObjects())
            {
                if (go.hideFlags != 0 || go.name.Contains("tests runner"))
                {
                    continue;
                }
                Object.DestroyImmediate(go);
            }

            ////REVIEW: What's the right thing to do here? ATM InputSystem.Restore() will not disable
            ////        actions and readding devices we refresh all enabled actions. That means that when
            ////        we restore, the action above will get refreshed and not find a 'test' interaction
            ////        registered in the system. Should we force-disable all actions on Restore()?
            InputSystem.DisableAllEnabledActions();

            if (testRuntime.m_DeviceCommandCallbacks != null)
            {
                testRuntime.m_DeviceCommandCallbacks.Clear();
            }

            testRuntime.Dispose();

            InputSystem.Restore();

            // Re-enable input debugger.
            #if UNITY_EDITOR
            InputDebuggerWindow.Enable();
            #endif
        }