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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : System.ValueType, new();
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : System.ValueType, new();
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public void Press(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
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public void PressAndRelease(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
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public void Release(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
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public void Set<TValue>(UnityEngine.InputSystem.InputControl<TValue> control, TValue state, double time = -1, double timeOffset = 0, bool queueEventOnly = False) where TValue : System.ValueType, new();
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public void Set<TValue>(UnityEngine.InputSystem.InputDevice device, string path, TValue state, double time = -1, double timeOffset = 0, bool queueEventOnly = False) where TValue : System.ValueType, new();
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public void SetKeyboardLayout(string name, UnityEngine.InputSystem.Keyboard keyboard = default(UnityEngine.InputSystem.Keyboard));
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public void SetKeyInfo(UnityEngine.InputSystem.Key key, string displayName, int scanCode = 0);
public InputTestFixture.ActionConstraint Canceled(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
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public InputTestFixture.ActionConstraint Canceled<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
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public InputTestFixture.ActionConstraint Canceled<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : struct, new();
public InputTestFixture.ActionConstraint Performed(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
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public InputTestFixture.ActionConstraint Performed<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
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public InputTestFixture.ActionConstraint Performed<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : struct, new();
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public void Press(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
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public void PressAndRelease(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
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public void Release(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
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public void Set<TValue>(UnityEngine.InputSystem.InputControl<TValue> control, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
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public void Set<TValue>(InputDevice device, string path, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
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public void SetKeyboardLayout(string name, Keyboard keyboard = default(Keyboard));
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public void SetKeyInfo(Key key, string displayName, int scanCode = 0);
[NUnit.Framework.SetUp] public virtual void Setup();
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>)) where TValue : System.ValueType, new();
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public InputTestFixture.ActionConstraint Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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public InputTestFixture.ActionConstraint Started<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
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public InputTestFixture.ActionConstraint Started<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>)) where TValue : struct, new();
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[NUnit.Framework.TearDown] public virtual void TearDown();
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public void Trigger(UnityEngine.InputSystem.InputAction action);
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public void Trigger<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : System.ValueType, new();
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public void Trigger(InputAction action);
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public void Trigger<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : struct, new();
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public class ActionConstraint : NUnit.Framework.Constraints.Constraint
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{
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public UnityEngine.InputSystem.InputAction action { get; set; }
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public UnityEngine.InputSystem.InputControl control { get; set; }
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public InputAction action { get; set; }
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public InputControl control { get; set; }
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public System.Nullable<double> duration { get; set; }
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public System.Type interaction { get; set; }
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public UnityEngine.InputSystem.InputActionPhase phase { get; set; }
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public InputActionPhase phase { get; set; }
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public System.Nullable<double> time { get; set; }
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public object value { get; set; }
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public ActionConstraint(UnityEngine.InputSystem.InputActionPhase phase, UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control, object value = default(object), System.Type interaction = default(System.Type), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) {}
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public UnityEngine.InputSystem.InputTestFixture.ActionConstraint AndThen(UnityEngine.InputSystem.InputTestFixture.ActionConstraint constraint);
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public virtual NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
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public ActionConstraint(InputActionPhase phase, InputAction action, InputControl control, object value = default(object), System.Type interaction = default(System.Type), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) {}
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public InputTestFixture.ActionConstraint AndThen(InputTestFixture.ActionConstraint constraint);
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public override NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
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