// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using nickmaltbie.OpenKCC.Character; using nickmaltbie.OpenKCC.UI.Events; using nickmaltbie.TestUtilsUnity.Tests.TestCommon; using NUnit.Framework; namespace nickmaltbie.OpenKCC.Tests.EditMode.UI { /// /// Basic tests for PlayerMovementStateOnMenuLoad in edit mode. /// [TestFixture] public class PlayerMovementStateOnMenuLoadTests : TestBase { [Test] public void Verify_PlayerMovementStateOnMenuLoad() { PlayerMovementStateOnMenuLoad playerMovement = CreateGameObject().AddComponent(); PlayerInputUtils.playerMovementState = PlayerInputState.Deny; playerMovement.playerInputState = PlayerInputState.Allow; Assert.AreEqual(PlayerInputUtils.playerMovementState, PlayerInputState.Deny); playerMovement.OnScreenLoaded(); Assert.AreEqual(PlayerInputUtils.playerMovementState, PlayerInputState.Allow); playerMovement.OnScreenUnloaded(); Assert.AreEqual(PlayerInputUtils.playerMovementState, PlayerInputState.Allow); playerMovement.playerInputState = PlayerInputState.Deny; playerMovement.OnScreenLoaded(); Assert.AreEqual(PlayerInputUtils.playerMovementState, PlayerInputState.Deny); } [TearDown] public override void TearDown() { base.TearDown(); PlayerInputUtils.playerMovementState = PlayerInputState.Allow; } } }