public virtual void Setup() { try { // Disable input debugger so we don't waste time responding to all the // input system activity from the tests. #if UNITY_EDITOR InputDebuggerWindow.Disable(); #endif testRuntime = new InputTestRuntime(); // Push current input system state on stack. InputSystem.SaveAndReset(enableRemoting: false, runtime: testRuntime); #if UNITY_EDITOR // Make sure we're not affected by the user giving focus away from the // game view. InputConfiguration.LockInputToGame = true; #endif } catch (Exception exception) { Debug.LogError("Failed to set up input system for test " + TestContext.CurrentContext.Test.Name); Debug.LogException(exception); throw exception; } if (InputSystem.devices.Count > 0) { Assert.Fail("Input system should not have devices after reset"); } }
public virtual void Setup() { try { // Disable input debugger so we don't waste time responding to all the // input system activity from the tests. #if UNITY_EDITOR InputDebuggerWindow.Disable(); #endif runtime = new InputTestRuntime(); // Push current input system state on stack. InputSystem.SaveAndReset(enableRemoting: false, runtime: runtime); #if UNITY_EDITOR // Make sure we're not affected by the user giving focus away from the // game view. InputEditorUserSettings.lockInputToGameView = true; #endif var testProperties = TestContext.CurrentContext.Test.Properties; if (testProperties.ContainsKey("TimesliceEvents") && testProperties["TimesliceEvents"][0].Equals("Off")) { InputSystem.settings.timesliceEvents = false; } } catch (Exception exception) { Debug.LogError("Failed to set up input system for test " + TestContext.CurrentContext.Test.Name); Debug.LogException(exception); throw exception; } if (InputSystem.devices.Count > 0) { Assert.Fail("Input system should not have devices after reset"); } }