forked from BilalY/Rasagar
152 lines
5.3 KiB
C#
152 lines
5.3 KiB
C#
using System.Collections;
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using System.IO;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine.EventSystems;
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using UnityEngine.TestTools;
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using UnityEngine.UI;
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using UnityEngine;
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public class ButtonTests : IPrebuildSetup
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{
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GameObject m_PrefabRoot;
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const string kPrefabPath = "Assets/Resources/ButtonPrefab.prefab";
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public void Setup()
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{
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#if UNITY_EDITOR
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var rootGO = new GameObject("rootGo");
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var canvasGO = new GameObject("Canvas", typeof(Canvas));
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canvasGO.transform.SetParent(rootGO.transform);
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var canvas = canvasGO.GetComponent<Canvas>();
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canvas.referencePixelsPerUnit = 100;
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GameObject eventSystemGO = new GameObject("EventSystem", typeof(EventSystem));
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eventSystemGO.transform.SetParent(rootGO.transform);
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GameObject TestButtonGO = new GameObject("TestButton", typeof(RectTransform), typeof(TestButton));
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TestButtonGO.transform.SetParent(canvasGO.transform);
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if (!Directory.Exists("Assets/Resources/"))
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Directory.CreateDirectory("Assets/Resources/");
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PrefabUtility.SaveAsPrefabAsset(rootGO, kPrefabPath);
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GameObject.DestroyImmediate(rootGO);
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#endif
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}
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[SetUp]
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public void TestSetup()
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{
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m_PrefabRoot = Object.Instantiate(Resources.Load("ButtonPrefab")) as GameObject;
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_PrefabRoot);
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}
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[OneTimeTearDown]
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public void OneTimeTearDown()
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{
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#if UNITY_EDITOR
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AssetDatabase.DeleteAsset(kPrefabPath);
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#endif
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}
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[Test]
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public void PressShouldCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnPointerClick(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.True(called);
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}
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[Test]
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public void PressInactiveShouldNotCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.enabled = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnPointerClick(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.False(called);
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}
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[Test]
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public void PressNotInteractableShouldNotCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.interactable = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnPointerClick(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.False(called);
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}
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[Test]
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public void SelectShouldHoldThePreviousStateAfterDisablingAndEnabling()
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{
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TestButton button = m_PrefabRoot.GetComponentInChildren<TestButton>();
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button.onClick.AddListener(() => {
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button.Select();
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button.enabled = false;
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});
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button.OnPointerClick(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.False(button.enabled, "Expected button to not be enabled");
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button.enabled = true;
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Assert.True(button.isStateSelected, "Expected selected state to be true");
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}
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[Test]
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public void SubmitShouldCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnSubmit(null);
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Assert.True(called);
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}
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[Test]
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public void SubmitInactiveShouldNotCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.enabled = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnSubmit(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.False(called);
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}
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[Test]
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public void SubmitNotInteractableShouldNotCallClickHandler()
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{
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Button button = m_PrefabRoot.GetComponentInChildren<Button>();
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bool called = false;
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button.interactable = false;
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button.onClick.AddListener(() => { called = true; });
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button.OnSubmit(new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>()) { button = PointerEventData.InputButton.Left });
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Assert.False(called);
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}
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[UnityTest]
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public IEnumerator SubmitShouldTransitionToPressedStateAndBackToNormal()
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{
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TestButton button = m_PrefabRoot.GetComponentInChildren<TestButton>();
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Assert.True(button.IsTransitionToNormal(0));
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button.OnSubmit(null);
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Assert.True(button.isStateNormal);
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Assert.True(button.IsTransitionToPressed(1));
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yield return new WaitWhile(() => button.StateTransitionCount == 2);
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// 3rd transition back to normal should have started
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Assert.True(button.IsTransitionToNormal(2));
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yield return null;
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Assert.True(button.isStateNormal);
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}
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}
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