// 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 System.Linq; using nickmaltbie.OpenKCC.UI.Actions; using nickmaltbie.ScreenManager; using NUnit.Framework; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; namespace nickmaltbie.OpenKCC.Tests.EditMode.UI { [TestFixture] public class SelectiveRebindInputTests { private SelectiveRebindInput rebinding; private Keyboard keyboard; private InputActionAsset inputActionAsset; [SetUp] public void SetUp() { rebinding = new GameObject().AddComponent(); // Create a sample player input to override keyboard = InputSystem.AddDevice(); PlayerInput input = rebinding.gameObject.AddComponent(); inputActionAsset = ScriptableObject.CreateInstance(); InputAction testAction = inputActionAsset.AddActionMap("testMap").AddAction("testAction", InputActionType.Button, keyboard.qKey.path, interactions: "Hold"); input.actions = inputActionAsset; // Setup rebinding object rebinding.inputAction = InputActionReference.Create(testAction); rebinding.menuController = rebinding.gameObject.AddComponent(); rebinding.bindingDisplayNameText = rebinding.gameObject.AddComponent(); rebinding.startRebinding = new GameObject().AddComponent