public void Actions_CanPerformHoldInteraction()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        var action = new InputAction(binding: "<Gamepad>/{primaryAction}", interactions: "hold(duration=0.4)");

        action.Enable();

        using (var trace = new InputActionTrace(action))
        {
            // Press.
            Press(gamepad.buttonSouth, time: 10);

            Assert.That(trace, Started <HoldInteraction>(action, gamepad.buttonSouth, time: 10, value: 1.0));
            Assert.That(action.ReadValue <float>(), Is.EqualTo(1));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Started));

            trace.Clear();

            // Release in less than hold time.
            Release(gamepad.buttonSouth, time: 10.25);

            Assert.That(trace, Canceled <HoldInteraction>(action, gamepad.buttonSouth, duration: 0.25, time: 10.25, value: 0.0));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Waiting));
            Assert.That(action.ReadValue <float>(), Is.Zero);

            trace.Clear();

            // Press again.
            Press(gamepad.buttonSouth, time: 10.5);

            Assert.That(trace, Started <HoldInteraction>(action, gamepad.buttonSouth, time: 10.5, value: 1.0));
            Assert.That(action.ReadValue <float>(), Is.EqualTo(1));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Started));

            trace.Clear();

            // Let time pass but stay under hold time.
            currentTime = 10.75;
            InputSystem.Update();

            Assert.That(trace, Is.Empty);

            // Now exceed hold time. Make sure action performs and *stays* performed.
            currentTime = 11;
            InputSystem.Update();

            Assert.That(trace,
                        Performed <HoldInteraction>(action, gamepad.buttonSouth, time: 11, duration: 0.5, value: 1.0));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Performed));
            Assert.That(action.ReadValue <float>(), Is.EqualTo(1));

            trace.Clear();

            // Release button.
            Release(gamepad.buttonSouth, time: 11.5);

            Assert.That(trace, Canceled <HoldInteraction>(action, gamepad.buttonSouth, time: 11.5, duration: 1, value: 0.0));
        }
    }
    public void Actions_CanCustomizeButtonPressPointsOfInteractions()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        var pressAction    = new InputAction("PressAction", binding: "<Gamepad>/leftTrigger", interactions: "press(pressPoint=0.234)");
        var tapAction      = new InputAction("TapAction", binding: "<Gamepad>/leftTrigger", interactions: "tap(pressPoint=0.345)");
        var slowTapAction  = new InputAction("SlowTapAction", binding: "<Gamepad>/leftTrigger", interactions: "slowtap(pressPoint=0.456)");
        var multiTapAction = new InputAction("MultiTapAction", binding: "<Gamepad>/leftTrigger", interactions: "multitap(pressPoint=0.567)");
        var holdAction     = new InputAction("HoldAction", binding: "<Gamepad>/leftTrigger", interactions: "hold(pressPoint=0.678)");

        pressAction.Enable();
        tapAction.Enable();
        slowTapAction.Enable();
        multiTapAction.Enable();
        holdAction.Enable();

        // Render the global default inactive.
        InputSystem.settings.defaultButtonPressPoint = 0;

        using (var trace = new InputActionTrace())
        {
            trace.SubscribeToAll();

            Set(gamepad.leftTrigger, 0.123f);

            Assert.That(trace, Started <PressInteraction>(pressAction));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.3f);

            Assert.That(trace, Performed <PressInteraction>(pressAction));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.4f);

            Assert.That(trace, Started <TapInteraction>(tapAction));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.5f);

            Assert.That(trace, Started <SlowTapInteraction>(slowTapAction));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.6f);

            Assert.That(trace, Started <MultiTapInteraction>(multiTapAction));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.7f);

            Assert.That(trace, Started <HoldInteraction>(holdAction));
        }
    }
    public void Actions_WhenTransitionFromOneInteractionToNext_GetCallbacks()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        var action = new InputAction("test", InputActionType.Button, binding: "<Gamepad>/buttonSouth",
                                     interactions: "tap(duration=1),slowTap");

        action.Enable();

        using (var trace = new InputActionTrace(action))
        {
            Press(gamepad.buttonSouth);

            Assert.That(trace,
                        Started <TapInteraction>(action, gamepad.buttonSouth, time: 0));

            trace.Clear();

            // Expire the tap. The system should transitioning from the tap to a slowtap.
            // Note the starting time of the slowTap will be 0 not 2.
            runtime.currentTime = 2;
            InputSystem.Update();

            Assert.That(trace,
                        Canceled <TapInteraction>(action, gamepad.buttonSouth)
                        .AndThen(Started <SlowTapInteraction>(action, gamepad.buttonSouth, time: 0)));
        }
    }
    public void Actions_StartedAndCanceledAreEnforcedImplicitly()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        InputSystem.RegisterInteraction <InteractionThatOnlyPerforms>();

        var action1 = new InputAction(name: "action1", type: InputActionType.Button, binding: "<Gamepad>/buttonSouth", interactions: "interactionThatOnlyPerforms(stayPerformed=true)");
        var action2 = new InputAction(name: "action2", type: InputActionType.Button, binding: "<Gamepad>/buttonSouth", interactions: "interactionThatOnlyPerforms(stayPerformed=false)");
        var action3 = new InputAction(name: "action3", type: InputActionType.Button, binding: "<Gamepad>/buttonSouth");
        var action4 = new InputAction(name: "action4", type: InputActionType.Value, binding: "<Gamepad>/buttonSouth");

        // Pass-Through is special (as always).
        var action5 = new InputAction(name: "action5", type: InputActionType.PassThrough, binding: "<Gamepad>/buttonSouth");
        var action6 = new InputAction(name: "action6", type: InputActionType.PassThrough, binding: "<Gamepad>/buttonSouth", interactions: "press");

        action1.Enable();
        action2.Enable();
        action3.Enable();
        action4.Enable();
        action5.Enable();
        action6.Enable();

        using (var trace1 = new InputActionTrace(action1))
            using (var trace2 = new InputActionTrace(action2))
                using (var trace3 = new InputActionTrace(action3))
                    using (var trace4 = new InputActionTrace(action4))
                        using (var trace5 = new InputActionTrace(action5))
                            using (var trace6 = new InputActionTrace(action6))
                            {
                                Press(gamepad.buttonSouth);

                                Assert.That(trace1, Started(action1).AndThen(Performed(action1)));
                                Assert.That(trace2, Started(action2).AndThen(Performed(action2)).AndThen(Canceled(action2)));
                                Assert.That(trace3, Started(action3).AndThen(Performed(action3)));
                                Assert.That(trace4, Started(action4).AndThen(Performed(action4)));
                                Assert.That(trace5, Performed(action5));
                                Assert.That(trace6, Started(action6).AndThen(Performed(action6)));

                                trace1.Clear();
                                trace2.Clear();
                                trace3.Clear();
                                trace4.Clear();
                                trace5.Clear();
                                trace6.Clear();

                                Release(gamepad.buttonSouth);

                                Assert.That(trace1, Is.Empty);
                                Assert.That(trace2, Is.Empty);
                                Assert.That(trace3, Canceled(action3));
                                Assert.That(trace4, Canceled(action4));
                                Assert.That(trace5, Performed(action5)); // Any value change performs.
                                Assert.That(trace6, Canceled(action6));
                            }
    }
    public void Actions_ReleasedHoldInteractionIsCancelled_WithMultipleBindings()
    {
        var keyboard = InputSystem.AddDevice <Keyboard>();

        var action = new InputAction(binding: "<Keyboard>/space", interactions: "hold(duration=0.4)");

        action.AddBinding("<Keyboard>/s");
        action.Enable();

        using (var trace = new InputActionTrace(action))
        {
            // Press and hold.
            Press(keyboard.spaceKey, time: 10);

            Assert.That(trace, Started <HoldInteraction>(action, keyboard.spaceKey, time: 10, value: 1.0));
            Assert.That(action.ReadValue <float>(), Is.EqualTo(1));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Started));

            trace.Clear();

            // Exceed hold time. Make sure action performs and *stays* performed.
            currentTime = 10.5;
            InputSystem.Update();

            Assert.That(trace,
                        Performed <HoldInteraction>(action, keyboard.spaceKey, time: 10.5, duration: 0.5, value: 1.0));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Performed));
            Assert.That(action.ReadValue <float>(), Is.EqualTo(1));

            trace.Clear();

            // Release.
            Release(keyboard.spaceKey, time: 10.6);

            Assert.That(trace, Canceled <HoldInteraction>(action, keyboard.spaceKey, duration: 0.6, time: 10.6, value: 0.0));
            Assert.That(action.phase, Is.EqualTo(InputActionPhase.Waiting));
            Assert.That(action.ReadValue <float>(), Is.Zero);
        }
    }
    public void Actions_CanPerformPressInteraction_UsingReleasePointWhenBoundToAxisControl()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        InputSystem.settings.defaultButtonPressPoint = 0.5f;
        InputSystem.settings.buttonReleaseThreshold  = 0.75f; // Puts release point at 0.375.

        var action = new InputAction(binding: "<Gamepad>/leftTrigger", interactions: "press");

        action.Enable();

        using (var trace = new InputActionTrace(action))
        {
            Set(gamepad.leftTrigger, 0.35f);

            Assert.That(trace, Started(action, control: gamepad.leftTrigger, value: 0.35f));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.5f);

            Assert.That(trace, Performed(action, control: gamepad.leftTrigger, value: 0.5f));

            trace.Clear();

            Set(gamepad.leftTrigger, 0.6f);

            Assert.That(trace, Is.Empty);

            Set(gamepad.leftTrigger, 0.4f);

            Assert.That(trace, Is.Empty);

            Set(gamepad.leftTrigger, 0.3f);

            Assert.That(trace, Canceled(action, control: gamepad.leftTrigger, value: 0f));
        }
    }
示例#7
0
    public void Update()
    {
        foreach (var eventPtr in m_ActionTrace)
        {
            var phase  = eventPtr.phase;
            var action = eventPtr.action;

            if (action == controls.gameplay.fire)
            {
                var interaction = eventPtr.interaction;
                switch (phase)
                {
                case InputActionPhase.Performed:
                    if (interaction is SlowTapInteraction)
                    {
                        StartCoroutine(BurstFire((int)(eventPtr.duration * burstSpeed)));
                    }
                    else
                    {
                        Fire();
                    }
                    m_Charging = false;
                    break;

                case InputActionPhase.Started:
                    if (interaction is SlowTapInteraction)
                    {
                        m_Charging = true;
                    }
                    break;

                case InputActionPhase.Canceled:
                    m_Charging = false;
                    break;
                }
            }
            else if (action == controls.gameplay.look)
            {
                m_Look = eventPtr.ReadValue <Vector2>();
            }
            else if (action == controls.gameplay.move)
            {
                m_Move = eventPtr.ReadValue <Vector2>();
            }
        }
        m_ActionTrace.Clear();

        Move(m_Move);
        Look(m_Look);
    }
    public void Actions_CanPerformDoubleTapInteraction()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        runtime.advanceTimeEachDynamicUpdate = 0;

        var action = new InputAction(binding: "<Gamepad>/buttonSouth", interactions: "multitap(tapTime=0.5,tapDelay=0.75,tapCount=2)");

        action.Enable();
        using (var trace = new InputActionTrace())
        {
            trace.SubscribeTo(action);

            // Press button.
            runtime.currentTime = 1;
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 1);
            InputSystem.Update();

            var actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(1));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Started));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(1).Within(0.00001));

            trace.Clear();

            // Release before tap time and make sure the double tap cancels.
            runtime.currentTime = 12;
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 1.75);
            InputSystem.Update();

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(1));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Canceled));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(1.75).Within(0.00001));

            trace.Clear();

            // Press again and then release before tap time. Should see only the start from
            // the initial press.
            runtime.currentTime = 2.5;
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 2);
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 2.25);
            InputSystem.Update();

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(1));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Started));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(2).Within(0.00001));
            Assert.That(actions[0].ReadValue <float>(), Is.EqualTo(1).Within(0.00001));

            trace.Clear();

            // Wait for longer than tapDelay and make sure we're seeing a cancellation.
            runtime.currentTime = 4;
            InputSystem.Update();

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(1));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Canceled));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(4).Within(0.00001));
            Assert.That(actions[0].ReadValue <float>(), Is.EqualTo(0).Within(0.00001));// Button isn't pressed currently.

            trace.Clear();

            // Now press and release within tap time. Then press again within delay time but release
            // only after tap time. Should we started and canceled.
            runtime.currentTime = 6;
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 4.7);
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 4.9);
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 5);
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 5.9);
            InputSystem.Update();

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(2));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Started));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(4.7).Within(0.00001));
            Assert.That(actions[0].ReadValue <float>(), Is.EqualTo(1).Within(0.00001));
            Assert.That(actions[1].phase, Is.EqualTo(InputActionPhase.Canceled));
            Assert.That(actions[1].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[1].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[1].time, Is.EqualTo(5.9).Within(0.00001));
            Assert.That(actions[1].ReadValue <float>(), Is.EqualTo(0).Within(0.00001));

            trace.Clear();

            // Finally perform a full, proper double tap cycle.
            runtime.currentTime = 8;
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 7);
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 7.25);
            InputSystem.QueueStateEvent(gamepad, new GamepadState().WithButton(GamepadButton.South), 7.5);
            InputSystem.QueueStateEvent(gamepad, new GamepadState(), 7.75);
            InputSystem.Update();

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(2));
            Assert.That(actions[0].phase, Is.EqualTo(InputActionPhase.Started));
            Assert.That(actions[0].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[0].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[0].time, Is.EqualTo(7).Within(0.00001));
            Assert.That(actions[0].ReadValue <float>(), Is.EqualTo(1).Within(0.00001));
            Assert.That(actions[1].phase, Is.EqualTo(InputActionPhase.Performed));
            Assert.That(actions[1].interaction, Is.TypeOf <MultiTapInteraction>());
            Assert.That(actions[1].control, Is.SameAs(gamepad.buttonSouth));
            Assert.That(actions[1].time, Is.EqualTo(7.75).Within(0.00001));
            Assert.That(actions[1].ReadValue <float>(), Is.Zero.Within(0.00001));
        }
    }
    public void Actions_CanPerformPressInteraction()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        // We add a second input device (and bind to it), to test that the binding
        // conflict resolution will not interfere with the interaction handling.
        InputSystem.AddDevice <Keyboard>();

        // Test all three press behaviors concurrently.
        var pressOnlyAction = new InputAction("PressOnly", binding: "<Gamepad>/buttonSouth", interactions: "press(behavior=0)");

        pressOnlyAction.AddBinding("<Keyboard>/a");
        var releaseOnlyAction = new InputAction("ReleaseOnly", binding: "<Gamepad>/buttonSouth", interactions: "press(behavior=1)");

        releaseOnlyAction.AddBinding("<Keyboard>/s");
        var pressAndReleaseAction = new InputAction("PressAndRelease", binding: "<Gamepad>/buttonSouth", interactions: "press(behavior=2)");

        pressAndReleaseAction.AddBinding("<Keyboard>/d");

        pressOnlyAction.Enable();
        releaseOnlyAction.Enable();
        pressAndReleaseAction.Enable();

        using (var pressOnly = new InputActionTrace(pressOnlyAction))
            using (var releaseOnly = new InputActionTrace(releaseOnlyAction))
                using (var pressAndRelease = new InputActionTrace(pressAndReleaseAction))
                {
                    runtime.currentTime = 1;
                    Press(gamepad.buttonSouth);

                    Assert.That(pressOnly,
                                Started <PressInteraction>(pressOnlyAction, gamepad.buttonSouth, value: 1.0, time: 1)
                                .AndThen(Performed <PressInteraction>(pressOnlyAction, gamepad.buttonSouth, time: 1, duration: 0, value: 1.0)));
                    Assert.That(releaseOnly, Started <PressInteraction>(releaseOnlyAction, gamepad.buttonSouth, time: 1, value: 1.0));
                    Assert.That(pressAndRelease,
                                Started <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, time: 1, value: 1.0)
                                .AndThen(Performed <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, time: 1, duration: 0, value: 1.0)));

                    pressOnly.Clear();
                    releaseOnly.Clear();
                    pressAndRelease.Clear();

                    runtime.currentTime = 2;
                    Release(gamepad.buttonSouth);

                    Assert.That(pressOnly, Canceled <PressInteraction>(pressOnlyAction, gamepad.buttonSouth, value: 0.0, time: 2, duration: 1));
                    Assert.That(releaseOnly,
                                Performed <PressInteraction>(releaseOnlyAction, gamepad.buttonSouth, value: 0.0, time: 2, duration: 1)
                                .AndThen(Canceled <PressInteraction>(releaseOnlyAction, gamepad.buttonSouth, value: 0.0, time: 2, duration: 1)));
                    Assert.That(pressAndRelease,
                                Performed <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, value: 0.0, time: 2, duration: 1)
                                .AndThen(Canceled <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, value: 0.0, time: 2, duration: 1)));

                    pressOnly.Clear();
                    releaseOnly.Clear();
                    pressAndRelease.Clear();

                    runtime.currentTime = 5;
                    Press(gamepad.buttonSouth);

                    Assert.That(pressOnly,
                                Started <PressInteraction>(pressOnlyAction, gamepad.buttonSouth, value: 1.0, time: 5)
                                .AndThen(Performed <PressInteraction>(pressOnlyAction, gamepad.buttonSouth, time: 5, duration: 0, value: 1.0)));
                    Assert.That(releaseOnly, Started <PressInteraction>(releaseOnlyAction, gamepad.buttonSouth, time: 5, value: 1.0));
                    Assert.That(pressAndRelease,
                                Started <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, time: 5, value: 1.0)
                                .AndThen(Performed <PressInteraction>(pressAndReleaseAction, gamepad.buttonSouth, time: 5, duration: 0, value: 1.0)));
                }
    }
示例#10
0
    public void Actions_CanPerformPressInteraction()
    {
        var gamepad = InputSystem.AddDevice <Gamepad>();

        // We add a second input device (and bind to it), to test that the binding
        // conflict resolution will not interfere with the interaction handling.
        InputSystem.AddDevice <Keyboard>();

        // Test all three press behaviors concurrently.
        var pressOnlyAction = new InputAction("PressOnly", binding: "<Gamepad>/buttonSouth", interactions: "press");

        pressOnlyAction.AddBinding("<Keyboard>/a");
        var releaseOnlyAction = new InputAction("ReleaseOnly", binding: "<Gamepad>/buttonSouth", interactions: "press(behavior=1)");

        releaseOnlyAction.AddBinding("<Keyboard>/s");
        var pressAndReleaseAction = new InputAction("PressAndRelease", binding: "<Gamepad>/buttonSouth", interactions: "press(behavior=2)");

        pressAndReleaseAction.AddBinding("<Keyboard>/d");

        pressOnlyAction.Enable();
        releaseOnlyAction.Enable();
        pressAndReleaseAction.Enable();

        using (var trace = new InputActionTrace())
        {
            trace.SubscribeToAll();

            runtime.currentTime = 1;
            Press(gamepad.buttonSouth);

            var actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(5));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(releaseOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));

            trace.Clear();

            runtime.currentTime = 2;
            Release(gamepad.buttonSouth);

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(3));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(releaseOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(1));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(0));

            trace.Clear();

            runtime.currentTime = 5;
            Press(gamepad.buttonSouth);

            actions = trace.ToArray();
            Assert.That(actions, Has.Length.EqualTo(5));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(pressAndReleaseAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Performed).And.With.Property("duration")
                        .EqualTo(0));
            Assert.That(actions,
                        Has.Exactly(1).With.Property("action").SameAs(releaseOnlyAction).And.With.Property("phase")
                        .EqualTo(InputActionPhase.Started).And.With.Property("duration")
                        .EqualTo(0));
        }
    }
示例#11
0
        public void StartedValidSweepBehavior(SectorInteraction.SweepBehavior sweepBehavior)
        {
            var gamepad = InputSystem.InputSystem.AddDevice <Gamepad>();

            var action = new InputAction(
                type: InputActionType.Value,
                binding: "<Gamepad>/rightStick",
                interactions: CreateInteractionString(SectorInteraction.Directions.North, sweepBehavior));

            action.Enable();

            var north  = new Vector2(0f, 1f);
            var east   = new Vector2(1f, 0f);
            var center = Vector2.zero;

            // Starting below threshold
            Assert.That(gamepad.rightStick.IsActuated(), Is.False);
            Assert.That(action.triggered, Is.False);

            using (var trace = new InputActionTrace())
            {
                trace.SubscribeToAll();

                // Actuate above threshold, in valid sector
                Set(gamepad.rightStick, north);

                Assert.That(gamepad.rightStick.IsActuated(), Is.True);
                Assert.That(trace, Started <SectorInteraction>(action).AndThen(Performed <SectorInteraction>(action)));
                Assert.That(action.triggered, Is.True);

                trace.Clear();

                // Sweep to invalid sector
                Set(gamepad.rightStick, east);

                Assert.That(gamepad.rightStick.IsActuated(), Is.True);

                switch (sweepBehavior)
                {
                case SectorInteraction.SweepBehavior.Locked:
                    Assert.That(trace, Is.Empty);
                    break;

                case SectorInteraction.SweepBehavior.AllowReentry:
                case SectorInteraction.SweepBehavior.DisallowReentry:
                case SectorInteraction.SweepBehavior.HistoryIndependent:
                    Assert.That(trace, Canceled <SectorInteraction>(action));
                    break;

                default:
                    Assert.Fail($"Unhandled {nameof(SectorInteraction.SweepBehavior)}={sweepBehavior}");
                    return;
                }

                Assert.That(action.triggered, Is.False);

                trace.Clear();

                // Sweep back into valid sector
                Set(gamepad.rightStick, north);

                Assert.That(gamepad.rightStick.IsActuated(), Is.True);

                switch (sweepBehavior)
                {
                case SectorInteraction.SweepBehavior.Locked:
                case SectorInteraction.SweepBehavior.DisallowReentry:
                    Assert.That(trace, Is.Empty);
                    Assert.That(action.triggered, Is.False);
                    break;

                case SectorInteraction.SweepBehavior.AllowReentry:
                case SectorInteraction.SweepBehavior.HistoryIndependent:
                    Assert.That(trace, Started <SectorInteraction>(action).AndThen(Performed <SectorInteraction>(action)));
                    Assert.That(action.triggered, Is.True);
                    break;

                default:
                    Assert.Fail($"Unhandled {nameof(SectorInteraction.SweepBehavior)}={sweepBehavior}");
                    return;
                }

                trace.Clear();

                // Return to center, under threshold
                Set(gamepad.rightStick, center);

                Assert.That(gamepad.rightStick.IsActuated(), Is.False);
                Assert.That(trace, Canceled <SectorInteraction>(action));
                Assert.That(action.triggered, Is.False);
            }
        }