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| 1 | +using NUnit.Framework; |
| 2 | +using UnityEngine; |
| 3 | +using UnityEngine.InputSystem; |
| 4 | +using UnityEngine.InputSystem.Controls; |
| 5 | + |
| 6 | +/// <summary> |
| 7 | +/// Genre-style shortcut examples (RTS, shooter, etc.) migrated from sample projects into the Input System test suite. |
| 8 | +/// </summary> |
| 9 | +internal partial class CoreTests |
| 10 | +{ |
| 11 | + /// <summary> |
| 12 | + /// Here we have some RTS-related actions and tests. This whole thing emerged out of having to implement control groups in RTS games. |
| 13 | + /// </summary> |
| 14 | + private static InputActionMap CreateRtsExampleShortcutMap( |
| 15 | + out InputAction actionOne, |
| 16 | + out InputAction actionShiftOne, |
| 17 | + out InputAction actionControlShiftOne) |
| 18 | + { |
| 19 | + var map = new InputActionMap("RTSShortcuts"); |
| 20 | + |
| 21 | + actionOne = map.AddAction("One", InputActionType.Button); |
| 22 | + actionOne.AddBinding("<Keyboard>/1"); |
| 23 | + |
| 24 | + actionShiftOne = map.AddAction("ShiftOne", InputActionType.Button); |
| 25 | + actionShiftOne.AddCompositeBinding("OneModifier") |
| 26 | + .With("modifier", "<Keyboard>/shift") |
| 27 | + .With("binding", "<Keyboard>/1"); |
| 28 | + actionShiftOne.Priority = 1; |
| 29 | + |
| 30 | + actionControlShiftOne = map.AddAction("ControlShiftOne", InputActionType.Button); |
| 31 | + actionControlShiftOne.AddCompositeBinding("TwoModifiers") |
| 32 | + .With("modifier1", "<Keyboard>/ctrl") |
| 33 | + .With("modifier2", "<Keyboard>/shift") |
| 34 | + .With("binding", "<Keyboard>/1"); |
| 35 | + actionControlShiftOne.Priority = 2; |
| 36 | + |
| 37 | + return map; |
| 38 | + } |
| 39 | + |
| 40 | + [Test] |
| 41 | + [Category("Actions Priority")] |
| 42 | + public void Actions_Priority_Genres_RTS_Key1Only_ActivatesPlainOne() |
| 43 | + { |
| 44 | + EnableActionPriorityShortcutResolution(); |
| 45 | + |
| 46 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 47 | + using var map = CreateRtsExampleShortcutMap(out var actionOne, out var actionShiftOne, out var actionControlShiftOne); |
| 48 | + map.Enable(); |
| 49 | + |
| 50 | + Press((ButtonControl)keyboard.digit1Key); |
| 51 | + InputSystem.Update(); |
| 52 | + |
| 53 | + Assert.That(actionOne.IsPressed(), Is.True); |
| 54 | + Assert.That(actionShiftOne.IsPressed(), Is.False); |
| 55 | + Assert.That(actionControlShiftOne.IsPressed(), Is.False); |
| 56 | + |
| 57 | + Release((ButtonControl)keyboard.digit1Key); |
| 58 | + InputSystem.Update(); |
| 59 | + } |
| 60 | + |
| 61 | + [Test] |
| 62 | + [Category("Actions Priority")] |
| 63 | + public void Actions_Priority_Genres_RTS_ShiftOne_SuppressesPlainOne() |
| 64 | + { |
| 65 | + EnableActionPriorityShortcutResolution(); |
| 66 | + |
| 67 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 68 | + using var map = CreateRtsExampleShortcutMap(out var actionOne, out var actionShiftOne, out var actionControlShiftOne); |
| 69 | + map.Enable(); |
| 70 | + |
| 71 | + Press((ButtonControl)keyboard.shiftKey); |
| 72 | + Press((ButtonControl)keyboard.digit1Key); |
| 73 | + InputSystem.Update(); |
| 74 | + |
| 75 | + Assert.That(actionOne.IsPressed(), Is.False, "Plain 1 should not activate when Shift+1 wins."); |
| 76 | + Assert.That(actionShiftOne.IsPressed(), Is.True, "Shift+1 should activate."); |
| 77 | + Assert.That(actionControlShiftOne.IsPressed(), Is.False); |
| 78 | + |
| 79 | + Release((ButtonControl)keyboard.digit1Key); |
| 80 | + Release((ButtonControl)keyboard.shiftKey); |
| 81 | + InputSystem.Update(); |
| 82 | + } |
| 83 | + |
| 84 | + [Test] |
| 85 | + [Category("Actions Priority")] |
| 86 | + public void Actions_Priority_Genres_RTS_ControlShiftOne_SuppressesLowerTiers() |
| 87 | + { |
| 88 | + EnableActionPriorityShortcutResolution(); |
| 89 | + |
| 90 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 91 | + using var map = CreateRtsExampleShortcutMap(out var actionOne, out var actionShiftOne, out var actionControlShiftOne); |
| 92 | + map.Enable(); |
| 93 | + |
| 94 | + Press((ButtonControl)keyboard.ctrlKey); |
| 95 | + Press((ButtonControl)keyboard.shiftKey); |
| 96 | + Press((ButtonControl)keyboard.digit1Key); |
| 97 | + InputSystem.Update(); |
| 98 | + |
| 99 | + Assert.That(actionOne.IsPressed(), Is.False, "Plain 1 should not activate when Ctrl+Shift+1 wins."); |
| 100 | + Assert.That(actionShiftOne.IsPressed(), Is.False, "Shift+1 should not activate when Ctrl+Shift+1 wins."); |
| 101 | + Assert.That(actionControlShiftOne.IsPressed(), Is.True, "Ctrl+Shift+1 should activate."); |
| 102 | + |
| 103 | + Release((ButtonControl)keyboard.digit1Key); |
| 104 | + Release((ButtonControl)keyboard.shiftKey); |
| 105 | + Release((ButtonControl)keyboard.ctrlKey); |
| 106 | + InputSystem.Update(); |
| 107 | + } |
| 108 | + |
| 109 | + /// <summary> |
| 110 | + /// The following section emerged from trying input shortcuts with some generic joystick-controlled games, platformer/scroller style. |
| 111 | + /// In those games, the move action overlaps with a plenty of special abilities. |
| 112 | + /// </summary> |
| 113 | + private static InputActionMap CreateGenericJoystickExampleShortcutMap( |
| 114 | + out InputAction actionMove, |
| 115 | + out InputAction actionJump, |
| 116 | + out InputAction actionJumpKick) |
| 117 | + { |
| 118 | + var map = new InputActionMap("JoystickExample"); |
| 119 | + |
| 120 | + actionMove = map.AddAction("Move", InputActionType.Value, expectedControlLayout: "Vector2"); |
| 121 | + actionMove.AddBinding("<Gamepad>/leftStick"); |
| 122 | + |
| 123 | + actionJump = map.AddAction("Jump", InputActionType.Button); |
| 124 | + actionJump.AddBinding("<Gamepad>/buttonSouth"); |
| 125 | + |
| 126 | + actionJumpKick = map.AddAction("Jump Kick", InputActionType.Button); |
| 127 | + |
| 128 | + actionJumpKick.AddCompositeBinding("OneModifier") |
| 129 | + .With("modifier", "<Gamepad>/leftShoulder") |
| 130 | + .With("binding", "<Gamepad>/buttonSouth"); |
| 131 | + |
| 132 | + actionJumpKick.Priority = 1; |
| 133 | + |
| 134 | + return map; |
| 135 | + } |
| 136 | + |
| 137 | + [Test] |
| 138 | + [Category("Actions Priority")] |
| 139 | + public void Actions_Priority_Genres_GenericJoystick_LeftStick_Activates_JustOneAction() |
| 140 | + { |
| 141 | + EnableActionPriorityShortcutResolution(); |
| 142 | + |
| 143 | + var gamepad = InputSystem.AddDevice<Gamepad>(); |
| 144 | + using var map = CreateGenericJoystickExampleShortcutMap(out var actionMove, out var actionJump, out var actionJumpKick); |
| 145 | + map.Enable(); |
| 146 | + |
| 147 | + Set(gamepad.leftStick, Vector2.up); |
| 148 | + |
| 149 | + InputSystem.Update(); |
| 150 | + |
| 151 | + Assert.IsTrue(actionMove.IsPressed(), "Move should be active when the left stick is tilted."); |
| 152 | + Assert.IsFalse(actionJump.IsPressed(), "Jump should not be active without X (south)."); |
| 153 | + Assert.IsFalse(actionJumpKick.IsPressed(), "Jump Kick should not be active without L1+X."); |
| 154 | + |
| 155 | + Set(gamepad.leftStick, Vector2.zero); |
| 156 | + InputSystem.Update(); |
| 157 | + } |
| 158 | + |
| 159 | + [Test] |
| 160 | + [Category("Actions Priority")] |
| 161 | + public void Actions_Priority_Genres_GenericJoystick_LeftStickAndX_Triggers_Move_And_Jump() |
| 162 | + { |
| 163 | + EnableActionPriorityShortcutResolution(); |
| 164 | + |
| 165 | + var gamepad = InputSystem.AddDevice<Gamepad>(); |
| 166 | + using var map = CreateGenericJoystickExampleShortcutMap(out var actionMove, out var actionJump, out var actionJumpKick); |
| 167 | + map.Enable(); |
| 168 | + |
| 169 | + Set(gamepad.leftStick, Vector2.up); |
| 170 | + Press(gamepad.buttonSouth); |
| 171 | + |
| 172 | + InputSystem.Update(); |
| 173 | + |
| 174 | + Assert.IsTrue(actionMove.IsPressed(), "Move should still be active while the stick is tilted."); |
| 175 | + Assert.IsTrue(actionJump.IsPressed(), "Jump should be active when X (south) is pressed."); |
| 176 | + Assert.IsFalse(actionJumpKick.IsPressed(), "Jump Kick should not be active without L1."); |
| 177 | + |
| 178 | + Release(gamepad.buttonSouth); |
| 179 | + Set(gamepad.leftStick, Vector2.zero); |
| 180 | + InputSystem.Update(); |
| 181 | + } |
| 182 | + |
| 183 | + [Test] |
| 184 | + [Category("Actions Priority")] |
| 185 | + public void Actions_Priority_Genres_GenericJoystick_L1AndX_Only_Triggers_JumpKick() |
| 186 | + { |
| 187 | + EnableActionPriorityShortcutResolution(); |
| 188 | + |
| 189 | + var gamepad = InputSystem.AddDevice<Gamepad>(); |
| 190 | + using var map = CreateGenericJoystickExampleShortcutMap(out var actionMove, out var actionJump, out var actionJumpKick); |
| 191 | + map.Enable(); |
| 192 | + |
| 193 | + Press(gamepad.leftShoulder); |
| 194 | + Press(gamepad.buttonSouth); |
| 195 | + |
| 196 | + InputSystem.Update(); |
| 197 | + |
| 198 | + Assert.IsFalse(actionMove.IsPressed(), "Move should not be active when the stick is neutral."); |
| 199 | + Assert.IsFalse(actionJump.IsPressed(), "Jump should not consume when Jump Kick wins (priority + consume)."); |
| 200 | + Assert.IsTrue(actionJumpKick.IsPressed(), "Jump Kick should be active for L1+X."); |
| 201 | + |
| 202 | + Release(gamepad.buttonSouth); |
| 203 | + Release(gamepad.leftShoulder); |
| 204 | + InputSystem.Update(); |
| 205 | + } |
| 206 | + |
| 207 | + /// <summary> |
| 208 | + /// The following section originates from shooter games where move overlaps with a bunch of weapon controls and team interactions. |
| 209 | + /// </summary> |
| 210 | + private static InputActionMap CreateShooterExampleShortcutMap( |
| 211 | + out InputAction actionMove, |
| 212 | + out InputAction actionRunFast, |
| 213 | + out InputAction actionTeamChat) |
| 214 | + { |
| 215 | + var map = new InputActionMap("ShooterExample"); |
| 216 | + |
| 217 | + actionMove = map.AddAction("Move", InputActionType.Value); |
| 218 | + actionMove.AddCompositeBinding("2DVector") |
| 219 | + .With("up", "<Keyboard>/w") |
| 220 | + .With("down", "<Keyboard>/s") |
| 221 | + .With("left", "<Keyboard>/a") |
| 222 | + .With("right", "<Keyboard>/d"); |
| 223 | + |
| 224 | + actionRunFast = map.AddAction("Run Fast", InputActionType.Button); |
| 225 | + actionRunFast.AddCompositeBinding("OneModifier") |
| 226 | + .With("modifier", "<Keyboard>/shift") |
| 227 | + .With("binding", "<Keyboard>/w"); |
| 228 | + |
| 229 | + actionTeamChat = map.AddAction("Team chat", InputActionType.Button); |
| 230 | + actionTeamChat.AddCompositeBinding("TwoModifiers") |
| 231 | + .With("modifier1", "<Keyboard>/alt") |
| 232 | + .With("modifier2", "<Keyboard>/shift") |
| 233 | + .With("binding", "<Keyboard>/w"); |
| 234 | + |
| 235 | + actionTeamChat.Priority = 2; |
| 236 | + |
| 237 | + return map; |
| 238 | + } |
| 239 | + |
| 240 | + [Test] |
| 241 | + [Category("Actions Priority")] |
| 242 | + public void Actions_Priority_Genres_Shooter_Move_Only_Triggers_Move() |
| 243 | + { |
| 244 | + EnableActionPriorityShortcutResolution(); |
| 245 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 246 | + using var map = CreateShooterExampleShortcutMap(out var actionMove, out var actionRunFast, out var actionTeamChat); |
| 247 | + map.Enable(); |
| 248 | + |
| 249 | + Press(keyboard.wKey); |
| 250 | + InputSystem.Update(); |
| 251 | + |
| 252 | + Assert.IsTrue(actionMove.IsPressed(), "Move should be activated by W."); |
| 253 | + Assert.IsFalse(actionRunFast.IsPressed(), "Run Fast should not be activated by W alone."); |
| 254 | + Assert.IsFalse(actionTeamChat.IsPressed(), "Team chat should not be activated by W alone."); |
| 255 | + |
| 256 | + Release(keyboard.wKey); |
| 257 | + InputSystem.Update(); |
| 258 | + } |
| 259 | + |
| 260 | + [Test] |
| 261 | + [Category("Actions Priority")] |
| 262 | + public void Actions_Priority_Genres_Shooter_ShiftW_Triggers_Move_And_RunFast() |
| 263 | + { |
| 264 | + EnableActionPriorityShortcutResolution(); |
| 265 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 266 | + using var map = CreateShooterExampleShortcutMap(out var actionMove, out var actionRunFast, out var actionTeamChat); |
| 267 | + map.Enable(); |
| 268 | + |
| 269 | + Press(keyboard.leftShiftKey); |
| 270 | + Press(keyboard.wKey); |
| 271 | + |
| 272 | + InputSystem.Update(); |
| 273 | + |
| 274 | + Assert.IsTrue(actionMove.IsPressed(), "Move should still be activated by W."); |
| 275 | + Assert.IsTrue(actionRunFast.IsPressed(), "Run Fast should be activated by Shift+W."); |
| 276 | + Assert.IsFalse(actionTeamChat.IsPressed(), "Team chat should not be activated without Alt."); |
| 277 | + |
| 278 | + Release(keyboard.wKey); |
| 279 | + Release(keyboard.leftShiftKey); |
| 280 | + InputSystem.Update(); |
| 281 | + } |
| 282 | + |
| 283 | + [Test] |
| 284 | + [Category("Actions Priority")] |
| 285 | + public void Actions_Priority_Genres_Shooter_AltShiftW_Only_Triggers_TeamChat() |
| 286 | + { |
| 287 | + EnableActionPriorityShortcutResolution(); |
| 288 | + var keyboard = InputSystem.AddDevice<Keyboard>(); |
| 289 | + using var map = CreateShooterExampleShortcutMap(out var actionMove, out var actionRunFast, out var actionTeamChat); |
| 290 | + map.Enable(); |
| 291 | + |
| 292 | + Press(keyboard.leftAltKey); |
| 293 | + Press(keyboard.leftShiftKey); |
| 294 | + Press(keyboard.wKey); |
| 295 | + |
| 296 | + InputSystem.Update(); |
| 297 | + |
| 298 | + Assert.IsTrue( |
| 299 | + actionTeamChat.IsPressed() || actionTeamChat.IsInProgress(), |
| 300 | + "Team chat should trigger when Alt, Shift, and W are down together."); |
| 301 | + |
| 302 | + Assert.IsFalse(actionMove.IsPressed(), "Move shouldn't be activated!"); |
| 303 | + Assert.IsFalse(actionRunFast.IsPressed(), "Run Fast shouldn't be activated!"); |
| 304 | + |
| 305 | + Release(keyboard.leftAltKey); |
| 306 | + Release(keyboard.leftShiftKey); |
| 307 | + Release(keyboard.wKey); |
| 308 | + |
| 309 | + InputSystem.Update(); |
| 310 | + } |
| 311 | +} |
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