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如何使用 Unity InputSystem 包在测试中以编程方式移动角色的通用方法。
请确保 Unity 项目中安装了 InputSystem。您可以通过检查包管理器来验证这一点。
MovementTest.cs下Assets/Tests/PlayModeTests.Unity.InputSystem和Unity.InputSystem.TestFramework在你的PlayModeTests装配定义。InputControl目录下的 Tests:Assets/Tests/InputControl.InputControl目录下,创建一个新的程序集定义:TestInputControl.asmdef.TestInputControl.cs在其中实现以下属性:
public static bool MoveLeft { get; set; }
public static bool MoveRight { get; set; }
public static bool Jump { get; set; }
PlayModeTests并将引用附加到新创建的:TestInputControl.TestInputControl在实际的 LostCrypt 代码中。目前 Unity 的InputSystem不支持以编程方式进行模拟的更简单方法,请参阅此 git diff 以了解要更改的内容CharacterController2D:diff --git a/Assets/Scripts/CharacterController2D.cs b/Assets/Scripts/CharacterController2D.cs
index f8a10cf2..e0a62878 100644
--- a/Assets/Scripts/CharacterController2D.cs
+++ b/Assets/Scripts/CharacterController2D.cs
@@ -81,15 +81,15 @@ public class CharacterController2D : MonoBehaviour
// Horizontal movement
float moveHorizontal = 0.0f;
- if (keyboard.leftArrowKey.isPressed || keyboard.aKey.isPressed)
+ if (keyboard.leftArrowKey.isPressed || keyboard.aKey.isPressed || TestInputControl.MoveLeft)
moveHorizontal = -1.0f;
- else if (keyboard.rightArrowKey.isPressed || keyboard.dKey.isPressed)
+ else if (keyboard.rightArrowKey.isPressed || keyboard.dKey.isPressed || TestInputControl.MoveRight)
moveHorizontal = 1.0f;
movementInput = new Vector2(moveHorizontal, 0);
// Jumping input
- if (!isJumping && keyboard.spaceKey.wasPressedThisFrame)
+ if (!isJumping && (keyboard.spaceKey.wasPressedThisFrame || TestInputControl.Jump))
jumpInput = true;
}
现在你准备好了!返回MovementTest.cs并编写一个测试,该测试不做任何断言(目前),而只是移动 Sara 角色并使其偶尔跳跃。
WaitForSeconds在测试中,故意让它运行更长时间,并看到屏幕上发生的实际动画。Tests
InputControl
TestInputControl.asmdef
TestInputControl.cs
PlayModeTests
MovementTest.cs
PlayModeTest.asmdef
PlayModeTests.asmdef
{
"name": "PlayModeTests",
"references": [
"Unity.InputSystem",
"Unity.InputSystem.TestFramework",
"TestInputControl"
],
"optionalUnityReferences": [
"TestAssemblies"
]
}
MovementTest.cs
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
public class MovementTest
{
[UnityTest]
public IEnumerator MainScene_CharacterIsAbleToJump()
{
SceneManager.LoadScene("Assets/Scenes/Main.unity", LoadSceneMode.Single);
yield return waitForSceneLoad();
yield return GoRight();
yield return new WaitForSeconds(2);
yield return Jump();
yield return new WaitForSeconds(3);
yield return GoLeft();
yield return Jump();
yield return new WaitForSeconds(2);
}
private IEnumerator Jump()
{
TestInputControl.Jump = true;
yield return null;
TestInputControl.Jump = false;
}
private IEnumerator GoRight()
{
TestInputControl.MoveLeft = false;
yield return null;
TestInputControl.MoveRight = true;
}
private IEnumerator GoLeft()
{
TestInputControl.MoveRight = false;
yield return null;
TestInputControl.MoveLeft = true;
}
private IEnumerator waitForSceneLoad()
{
while (SceneManager.GetActiveScene().buildIndex > 0)
{
yield return null;
}
}
}