using System; using System.Collections; using System.Collections.Generic; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; using UnityEngine.XR.MagicLeap; namespace UnitySDKPlayTests { public partial class MLInputs { public partial class HapticsTests { private MagicLeapInputs mlInputs; private InputSubsystem.Extensions.Haptics.CustomPattern customHaptics = new InputSubsystem.Extensions.Haptics.CustomPattern(); [Test] public void Haptics_Create() { try { CreateCustomHapticsPattern(); } catch (Exception ex) { Assert.Fail(ex.Message); } mlInputs.Dispose(); } [Test] public void Haptics_Dispose() { CreateCustomHapticsPattern(); try { mlInputs.Dispose(); } catch (Exception ex) { Assert.Fail(ex.Message); } } private void CreateCustomHapticsPattern() { mlInputs = new MagicLeapInputs(); mlInputs.Enable(); var buzz1 = InputSubsystem.Extensions.Haptics.Buzz.Create(200, 800, 2000, 50); var preDefinedA = InputSubsystem.Extensions.Haptics.PreDefined.Create(InputSubsystem.Extensions.Haptics.PreDefined.Type.A); var preDefinedC = InputSubsystem.Extensions.Haptics.PreDefined.Create(InputSubsystem.Extensions.Haptics.PreDefined.Type.C); var buzz2 = InputSubsystem.Extensions.Haptics.Buzz.Create(800, 200, 2000, 20); customHaptics.Add(in buzz1); customHaptics.Add(in preDefinedA, 500); customHaptics.Add(in preDefinedC, 500); customHaptics.Add(in buzz2); } } } }