public void ShouldReceiveInputValues_WhenInputsActionsEnabled() { var keyboard = InputSystem.AddDevice <Keyboard>(); var inputs = new FirstPersonInputs(new FirstPersonInputActions()); inputs.Enable(); Press(keyboard.wKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(0f, 1f))); Release(keyboard.wKey); Press(keyboard.sKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(0f, -1f))); Release(keyboard.sKey); Press(keyboard.aKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(-1f, 0f))); Release(keyboard.aKey); Press(keyboard.dKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(1f, 0f))); Release(keyboard.dKey); Press(keyboard.wKey); Press(keyboard.aKey); var expected = new Vector2(-1f, 1f).normalized; AssertHelper.AreEqual(inputs.Move, expected, 0.0001f); Release(keyboard.wKey); Release(keyboard.aKey); }
public void ShouldNotReceiveInputValues_WhenInputsActionsDisabled() { var keyboard = InputSystem.AddDevice <Keyboard>(); var inputs = new FirstPersonInputs(new FirstPersonInputActions()); inputs.Enable(); Press(keyboard.wKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(0f, 1f))); Release(keyboard.wKey); inputs.Disable(); Press(keyboard.wKey); Assert.That(inputs.Move, Is.EqualTo(new Vector2(0f, 0f))); Release(keyboard.wKey); }