Rasagar/Library/PackageCache/com.unity.test-framework/Documentation~/course/LostCrypt/moving-character.md

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2024-08-26 13:07:20 -07:00
# 3\. Moving character
## Learning objectives
How to use the Unity InputSystem package to have a generic way of moving your character programmatically in tests.
## Exercise
Please make sure [InputSystem](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/manual/QuickStartGuide.html) is installed in your Unity project. You can verify that by checking the Package Manager.
1. Create a new class called `MovementTest.cs` under `Assets/Tests/PlayModeTests`.
2. Attach the reference to `Unity.InputSystem` and `Unity.InputSystem.TestFramework` in your `PlayModeTests` assembly definition.
3. Create a new `InputControl` directory under Tests: `Assets/Tests/InputControl`.
4. Inside `InputControl` directory, create a new assembly definition: `TestInputControl.asmdef`.
5. Create a new class `TestInputControl.cs` where you implement following properties:
```
public static bool MoveLeft { get; set; }
public static bool MoveRight { get; set; }
public static bool Jump { get; set; }
```
6. Go back to your assembly definition `PlayModeTests` and attach the reference to newly created: `TestInputControl`.
7. Finally, we need to use our `TestInputControl` in actual LostCrypt code. Currently Unity's `InputSystem` does not support an easier way of programmatically doing mocks, please see this git diff to know what to change inside `CharacterController2D`:
```
diff --git a/Assets/Scripts/CharacterController2D.cs b/Assets/Scripts/CharacterController2D.cs
index f8a10cf2..e0a62878 100644
--- a/Assets/Scripts/CharacterController2D.cs
+++ b/Assets/Scripts/CharacterController2D.cs
@@ -81,15 +81,15 @@ public class CharacterController2D : MonoBehaviour
// Horizontal movement
float moveHorizontal = 0.0f;
- if (keyboard.leftArrowKey.isPressed || keyboard.aKey.isPressed)
+ if (keyboard.leftArrowKey.isPressed || keyboard.aKey.isPressed || TestInputControl.MoveLeft)
moveHorizontal = -1.0f;
- else if (keyboard.rightArrowKey.isPressed || keyboard.dKey.isPressed)
+ else if (keyboard.rightArrowKey.isPressed || keyboard.dKey.isPressed || TestInputControl.MoveRight)
moveHorizontal = 1.0f;
movementInput = new Vector2(moveHorizontal, 0);
// Jumping input
- if (!isJumping && keyboard.spaceKey.wasPressedThisFrame)
+ if (!isJumping && (keyboard.spaceKey.wasPressedThisFrame || TestInputControl.Jump))
jumpInput = true;
}
```
Now you are ready! Go back to `MovementTest.cs` and write a test that does not do any assertions (just yet), but only moves the Sara character and makes it occasionally jump.
## Hints
* You might want to use `WaitForSeconds` in your test, to deliberately make it run longer and see actual animation happening on your screen.
* In case of compilation issues, please make sure you follow the right folder structure:
```
Tests
InputControl
TestInputControl.asmdef
TestInputControl.cs
PlayModeTests
MovementTest.cs
PlayModeTest.asmdef
```
## Solution
PlayModeTests.asmdef
```
{
"name": "PlayModeTests",
"references": [
"Unity.InputSystem",
"Unity.InputSystem.TestFramework",
"TestInputControl"
],
"optionalUnityReferences": [
"TestAssemblies"
]
}
```
MovementTest.cs
```
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
public class MovementTest
{
[UnityTest]
public IEnumerator MainScene_CharacterIsAbleToJump()
{
SceneManager.LoadScene("Assets/Scenes/Main.unity", LoadSceneMode.Single);
yield return waitForSceneLoad();
yield return GoRight();
yield return new WaitForSeconds(2);
yield return Jump();
yield return new WaitForSeconds(3);
yield return GoLeft();
yield return Jump();
yield return new WaitForSeconds(2);
}
private IEnumerator Jump()
{
TestInputControl.Jump = true;
yield return null;
TestInputControl.Jump = false;
}
private IEnumerator GoRight()
{
TestInputControl.MoveLeft = false;
yield return null;
TestInputControl.MoveRight = true;
}
private IEnumerator GoLeft()
{
TestInputControl.MoveRight = false;
yield return null;
TestInputControl.MoveLeft = true;
}
private IEnumerator waitForSceneLoad()
{
while (SceneManager.GetActiveScene().buildIndex > 0)
{
yield return null;
}
}
}
```