Singularity/Library/PackageCache/com.unity.ugui@1.0.0/Tests/Runtime/Button/ButtonTests.cs
2024-05-06 11:45:45 -07:00

152 lines
5.3 KiB
C#

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