using System.Collections; using NUnit.Framework; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.TestTools; using UnityEngine.UI; public class InputModuleTests { EventSystem m_EventSystem; FakeBaseInput m_FakeBaseInput; StandaloneInputModule m_StandaloneInputModule; Canvas m_Canvas; Image m_Image; [SetUp] public void TestSetup() { // Camera | Canvas (Image) | Event System m_Canvas = new GameObject("Canvas").AddComponent(); m_Canvas.renderMode = RenderMode.ScreenSpaceOverlay; m_Canvas.gameObject.AddComponent(); m_Image = new GameObject("Image").AddComponent(); m_Image.gameObject.transform.SetParent(m_Canvas.transform); RectTransform imageRectTransform = m_Image.GetComponent(); imageRectTransform.sizeDelta = new Vector2(400f, 400f); imageRectTransform.localPosition = Vector3.zero; GameObject go = new GameObject("Event System"); m_StandaloneInputModule = go.AddComponent(); m_FakeBaseInput = go.AddComponent(); // Override input with FakeBaseInput so we can send fake mouse/keyboards button presses and touches m_StandaloneInputModule.inputOverride = m_FakeBaseInput; m_EventSystem = go.AddComponent(); m_EventSystem.pixelDragThreshold = 1; Cursor.lockState = CursorLockMode.None; } [UnityTest] public IEnumerator DragCallbacksDoGetCalled() { // While left mouse button is pressed and the mouse is moving, OnBeginDrag and OnDrag callbacks should be called // Then when the left mouse button is released, OnEndDrag callback should be called // Add script to EventSystem to update the mouse position m_EventSystem.gameObject.AddComponent(); // Add script to Image which implements OnBeginDrag, OnDrag & OnEndDrag callbacks DragCallbackCheck callbackCheck = m_Image.gameObject.AddComponent(); // Setting required input.mousePresent to fake mouse presence m_FakeBaseInput.MousePresent = true; var canvasRT = m_Canvas.gameObject.transform as RectTransform; m_FakeBaseInput.MousePosition = new Vector2(Screen.width / 2, Screen.height / 2); yield return null; // Left mouse button down simulation m_FakeBaseInput.MouseButtonDown[0] = true; yield return null; // Left mouse button down flag needs to reset in the next frame m_FakeBaseInput.MouseButtonDown[0] = false; yield return null; // Left mouse button up simulation m_FakeBaseInput.MouseButtonUp[0] = true; yield return null; // Left mouse button up flag needs to reset in the next frame m_FakeBaseInput.MouseButtonUp[0] = false; yield return null; Assert.IsTrue(callbackCheck.onBeginDragCalled, "OnBeginDrag not called"); Assert.IsTrue(callbackCheck.onDragCalled, "OnDragCalled not called"); Assert.IsTrue(callbackCheck.onEndDragCalled, "OnEndDragCalled not called"); } [UnityTest] public IEnumerator MouseOutsideMaskRectTransform_WhileInsidePaddedArea_PerformsClick() { var mask = new GameObject("Panel").AddComponent(); mask.gameObject.transform.SetParent(m_Canvas.transform); RectTransform panelRectTransform = mask.GetComponent(); panelRectTransform.sizeDelta = new Vector2(100, 100f); panelRectTransform.localPosition = Vector3.zero; m_Image.gameObject.transform.SetParent(mask.transform, true); mask.padding = new Vector4(-30, -30, -30, -30); PointerClickCallbackCheck callbackCheck = m_Image.gameObject.AddComponent(); var canvasRT = m_Canvas.gameObject.transform as RectTransform; var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2); m_FakeBaseInput.MousePresent = true; m_FakeBaseInput.MousePosition = screenMiddle; yield return null; // Click the center of the screen should hit the middle of the image. m_FakeBaseInput.MouseButtonDown[0] = true; yield return null; m_FakeBaseInput.MouseButtonDown[0] = false; yield return null; Assert.IsTrue(callbackCheck.pointerDown); //Reset the callbackcheck and click outside the mask but still in the image. callbackCheck.pointerDown = false; m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 60, screenMiddle.y); yield return null; m_FakeBaseInput.MouseButtonDown[0] = true; yield return null; m_FakeBaseInput.MouseButtonDown[0] = false; yield return null; Assert.IsTrue(callbackCheck.pointerDown); //Reset the callbackcheck and click outside the mask and outside in the image. callbackCheck.pointerDown = false; m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 100, screenMiddle.y); yield return null; m_FakeBaseInput.MouseButtonDown[0] = true; yield return null; m_FakeBaseInput.MouseButtonDown[0] = false; yield return null; Assert.IsFalse(callbackCheck.pointerDown); } [TearDown] public void TearDown() { GameObject.DestroyImmediate(m_EventSystem.gameObject); GameObject.DestroyImmediate(m_Canvas.gameObject); } }