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{
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"name": "UnityEditor.XR.LegacyInputHelpers.Tests",
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"references": [
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"UnityEditor.XR.LegacyInputHelpers"
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],
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"optionalUnityReferences": [
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"TestAssemblies"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [
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"UNITY_INCLUDE_TESTS"
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]
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}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: f55c8aa2f418fae4693a0db0739d4b7a
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folderAsset: yes
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DefaultImporter:
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using UnityEngine;
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using UnityEngine.TestTools;
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEditor.XR.LegacyInputHelpers;
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using UnityEditor;
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namespace UnityEditor.XR.LegacyInputHelpers.Tests
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{
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[TestFixture]
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internal class TestSeededInput
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{
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const int kNumOverlaps = 4; // we know there are four overlaps between the input asset, and the seeded assets.
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const int kNumDupesToKeep = 2;
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[Test]
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public void SeededInput_FillsOutCompleteData()
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{
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// load the input asset
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var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
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var serializedObject = new SerializedObject(inputManagerAsset);
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var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
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// cache the number of items so we can reset.
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int prevInputManagerSize = inputManagerCurrentData.arraySize;
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SeedXRInputBindings tsxib = new SeedXRInputBindings();
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Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
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for (int i = 0; i < tsxib.axisList.Count; ++i)
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{
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axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
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}
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tsxib.GenerateXRBindings();
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inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
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serializedObject = new SerializedObject(inputManagerAsset);
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inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
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// did we create the right number of things?
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Assert.That(inputManagerCurrentData.arraySize == (prevInputManagerSize + tsxib.axisList.Count) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included.
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List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
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tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
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// the axis map should now be true for every element.
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foreach(var item in axisMap)
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{
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Assert.That(item.Value.exists == true);
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}
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inputManagerCurrentData.arraySize = prevInputManagerSize;
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serializedObject.ApplyModifiedProperties();
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AssetDatabase.Refresh();
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}
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[Test]
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public void SeededInput_DoesntAddDuplicates()
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{
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// load the input asset
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var inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
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var serializedObject = new SerializedObject(inputManagerAsset);
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var inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
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// cache the number of items so we can reset.
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int prevInputManagerSize = inputManagerCurrentData.arraySize;
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inputManagerCurrentData.arraySize = 0;
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SeedXRInputBindings tsxib = new SeedXRInputBindings();
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Dictionary<string, SeedXRInputBindings.BindingData> axisMap = new Dictionary<string, SeedXRInputBindings.BindingData>();
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for (int i = 0; i < tsxib.axisList.Count; ++i)
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{
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axisMap.Add(tsxib.axisList[i].name, new SeedXRInputBindings.BindingData() { newDataIndex = i, exists = false, inputManagerIndex = -1 });
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}
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tsxib.GenerateXRBindings();
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// slam back the value to a smaller number
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inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
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serializedObject = new SerializedObject(inputManagerAsset);
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inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
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// we want to maintain a few records to ensure that we dont add duplicates.
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inputManagerCurrentData.arraySize = kNumDupesToKeep;
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List<SeedXRInputBindings.InputAxis> currentInputData = new List<SeedXRInputBindings.InputAxis>();
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tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
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// now, we should only have two elements that match, seeing as we only left two items in the asset.
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int trueCount = 0;
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foreach (var item in axisMap)
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{
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if (item.Value.exists)
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trueCount++;
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}
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Assert.That(trueCount == kNumDupesToKeep);
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tsxib.GenerateXRBindings();
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inputManagerAsset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0];
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serializedObject = new SerializedObject(inputManagerAsset);
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inputManagerCurrentData = serializedObject.FindProperty("m_Axes");
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Assert.That(inputManagerCurrentData.arraySize == (prevInputManagerSize + tsxib.axisList.Count) - kNumOverlaps); // we subtract kNumOverlaps because we know there are 4 things duplicated and they shouldnt be included.
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tsxib.LoadExistingDataAndCheckAgainstNewData(inputManagerCurrentData, ref axisMap, ref currentInputData);
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// the axis map should now be true for every element.
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foreach (var item in axisMap)
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{
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Assert.That(item.Value.exists == true);
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}
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inputManagerCurrentData.arraySize = prevInputManagerSize;
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serializedObject.ApplyModifiedProperties();
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AssetDatabase.Refresh();
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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