first commit

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SimonSayeBabu
2025-01-17 13:10:20 +01:00
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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);
}
}

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using System.Collections.Generic;
using UnityEngine.UI;
class TestButton : Button
{
public bool isStateNormal { get { return currentSelectionState == SelectionState.Normal; } }
public bool isStateHighlighted { get { return currentSelectionState == SelectionState.Highlighted; } }
public bool isStatePressed { get { return currentSelectionState == SelectionState.Pressed; } }
public bool isStateDisabled { get { return currentSelectionState == SelectionState.Disabled; } }
public bool isStateSelected { get { return currentSelectionState == SelectionState.Selected; } }
private bool IsTransitionTo(int index, SelectionState selectionState)
{
return index < m_StateTransitions.Count && m_StateTransitions[index] == selectionState;
}
public bool IsTransitionToNormal(int index) { return IsTransitionTo(index, SelectionState.Normal); }
public bool IsTransitionToHighlighted(int index) { return IsTransitionTo(index, SelectionState.Highlighted); }
public bool IsTransitionToPressed(int index) { return IsTransitionTo(index, SelectionState.Pressed); }
public bool IsTransitionToDisabled(int index) { return IsTransitionTo(index, SelectionState.Disabled); }
private readonly List<SelectionState> m_StateTransitions = new List<SelectionState>();
public int StateTransitionCount { get { return m_StateTransitions.Count; } }
protected override void DoStateTransition(SelectionState state, bool instant)
{
m_StateTransitions.Add(state);
base.DoStateTransition(state, instant);
}
}

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using UnityEngine;
public class BridgeScriptForRetainingObjects : MonoBehaviour
{
public const string bridgeObjectName = "BridgeGameObject";
public GameObject canvasGO;
public GameObject nestedCanvasGO;
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
[TestFixture]
public class CanvasGroupTests
{
GameObject m_CanvasObject;
CanvasGroup m_CanvasGroup;
CanvasRenderer m_ChildCanvasRenderer;
CanvasGroup m_ChildCanvasGroup;
CanvasRenderer m_GrandChildCanvasRenderer;
CanvasGroup m_GrandChildCanvasGroup;
GameObject m_CanvasTwoObject;
CanvasGroup m_CanvasTwoGroup;
CanvasRenderer m_ChildCanvasTwoRenderer;
const float m_CanvasAlpha = 0.25f;
const float m_ChildAlpha = 0.5f;
const float m_GrandChildAlpha = 0.8f;
[SetUp]
public void TestSetup()
{
m_CanvasObject = new GameObject("Canvas", typeof(Canvas));
m_CanvasGroup = m_CanvasObject.AddComponent<CanvasGroup>();
m_CanvasGroup.alpha = m_CanvasAlpha;
var childObject = new GameObject("Child Object", typeof(Image));
childObject.transform.SetParent(m_CanvasObject.transform);
m_ChildCanvasGroup = childObject.AddComponent<CanvasGroup>();
m_ChildCanvasGroup.alpha = m_ChildAlpha;
m_ChildCanvasRenderer = childObject.GetComponent<CanvasRenderer>();
var grandChildObject = new GameObject("Grand Child Object", typeof(Image));
grandChildObject.transform.SetParent(childObject.transform);
m_GrandChildCanvasGroup = grandChildObject.AddComponent<CanvasGroup>();
m_GrandChildCanvasGroup.alpha = m_GrandChildAlpha;
m_GrandChildCanvasRenderer = grandChildObject.GetComponent<CanvasRenderer>();
m_CanvasTwoObject = new GameObject("CanvasTwo", typeof(Canvas));
m_CanvasTwoObject.transform.SetParent(m_CanvasObject.transform);
m_CanvasTwoGroup = m_CanvasTwoObject.AddComponent<CanvasGroup>();
m_CanvasTwoGroup.alpha = m_CanvasAlpha;
var childTwoObject = new GameObject("Child Two Object", typeof(Image));
childTwoObject.transform.SetParent(m_CanvasTwoObject.transform);
m_ChildCanvasTwoRenderer = childTwoObject.GetComponent<CanvasRenderer>();
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasObject);
}
private void SetUpCanvasGroupState()
{
m_CanvasGroup.enabled = false;
m_CanvasGroup.ignoreParentGroups = false;
m_ChildCanvasGroup.enabled = false;
m_ChildCanvasGroup.ignoreParentGroups = false;
m_GrandChildCanvasGroup.enabled = false;
m_GrandChildCanvasGroup.ignoreParentGroups = false;
m_CanvasTwoGroup.enabled = false;
m_CanvasTwoGroup.ignoreParentGroups = false;
}
[Test]
public void EnabledCanvasGroupEffectSelfAndChildrenAlpha()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Enable the child CanvasGroup. It and its children should now have the same alpha value.
m_ChildCanvasGroup.enabled = true;
Assert.AreEqual(m_ChildAlpha, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_ChildAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnACanvasEffectAllChildrenAlpha()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Children under a different nest canvas should also obey the alpha
Assert.AreEqual(1.0f, m_ChildCanvasTwoRenderer.GetInheritedAlpha());
// Enable the Canvas CanvasGroup. All of the Canvas children should now have the same alpha value.
m_CanvasGroup.enabled = true;
Assert.AreEqual(m_CanvasAlpha, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_CanvasAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Children under a different nest canvas should also obey the alpha
Assert.AreEqual(m_CanvasAlpha, m_ChildCanvasTwoRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnLeafChildEffectOnlyThatChild()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Enable the Leaf child CanvasGroup. Only it should have a modified alpha
m_GrandChildCanvasGroup.enabled = true;
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_GrandChildAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnCanvasAndChildMultipleAlphaValuesCorrectly()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Enable the Canvas CanvasGroup. All of the Canvas children should now have the same alpha value.
m_CanvasGroup.enabled = true;
m_ChildCanvasGroup.enabled = true;
Assert.AreEqual(m_CanvasAlpha * m_ChildAlpha, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_CanvasAlpha * m_ChildAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnCanvasAndChildWithChildIgnoringParentGroupMultipleAlphaValuesCorrectly()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Enable the Canvas CanvasGroup. All of the Canvas children should now have the same alpha value.
m_CanvasGroup.enabled = true;
m_ChildCanvasGroup.enabled = true;
m_ChildCanvasGroup.ignoreParentGroups = true;
Assert.AreEqual(m_ChildAlpha, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_ChildAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnCanvasAndChildrenWithAllChildrenIgnoringParentGroupMultipleAlphaValuesCorrectly()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(1.0f, m_GrandChildCanvasRenderer.GetInheritedAlpha());
// Enable the Canvas CanvasGroup. All of the Canvas children should now have the same alpha value.
m_CanvasGroup.enabled = true;
m_ChildCanvasGroup.enabled = true;
m_GrandChildCanvasGroup.enabled = true;
m_ChildCanvasGroup.ignoreParentGroups = true;
m_GrandChildCanvasGroup.ignoreParentGroups = true;
Assert.AreEqual(m_ChildAlpha, m_ChildCanvasRenderer.GetInheritedAlpha());
Assert.AreEqual(m_GrandChildAlpha, m_GrandChildCanvasRenderer.GetInheritedAlpha());
}
[Test]
public void EnabledCanvasGroupOnNestedCanvasIgnoringParentGroupMultipleAlphaValuesCorrectly()
{
// Set up the states of the canvas groups for the tests.
SetUpCanvasGroupState();
// With no enabled CanvasGroup the Alphas should be 1
Assert.AreEqual(1.0f, m_ChildCanvasTwoRenderer.GetInheritedAlpha());
// Enable the Canvas CanvasGroup. All of the Canvas children should now have the same alpha value.
m_CanvasGroup.enabled = true;
m_CanvasTwoGroup.enabled = true;
m_CanvasTwoGroup.ignoreParentGroups = true;
Assert.AreEqual(m_CanvasAlpha, m_ChildCanvasTwoRenderer.GetInheritedAlpha());
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine.SceneManagement;
using UnityEditor;
[TestFixture]
public class CanvasResizeCorrectlyForRenderTexture
{
Canvas m_Canvas;
Camera m_Camera;
RenderTexture m_RenderTexture;
[Test]
public void CanvasResizeCorrectly()
{
var cameraGameObject = new GameObject("PreviewCamera", typeof(Camera));
var canvasGameObject = new GameObject("Canvas", typeof(Canvas));
m_Camera = cameraGameObject.GetComponent<Camera>();
m_Canvas = canvasGameObject.GetComponent<Canvas>();
m_Canvas.renderMode = RenderMode.ScreenSpaceCamera;
m_Canvas.worldCamera = m_Camera;
var rectTransform = canvasGameObject.transform as RectTransform;
m_Canvas.updateRectTransformForStandalone = StandaloneRenderResize.Disabled;
m_RenderTexture = new RenderTexture(100, 100, 0);
m_Camera.targetTexture = m_RenderTexture;
m_Camera.Render();
Assert.AreNotEqual(new Vector2(100, 100), rectTransform.sizeDelta);
m_Canvas.updateRectTransformForStandalone = StandaloneRenderResize.Enabled;
m_Camera.Render();
Assert.AreEqual(new Vector2(100, 100), rectTransform.sizeDelta);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_Canvas.gameObject);
GameObject.DestroyImmediate(m_Camera.gameObject);
UnityEngine.Object.DestroyImmediate(m_RenderTexture);
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
[TestFixture]
[Category("RegressionTest")]
[Description("CoveredBugID = 734299")]
public class CanvasScalerWithChildTextObjectDoesNotCrash
{
GameObject m_CanvasObject;
[SetUp]
public void TestSetup()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExecuteMenuItem("Window/General/Game");
#endif
}
[UnityTest]
public IEnumerator CanvasScalerWithChildTextObjectWithTextFontDoesNotCrash()
{
//This adds a Canvas component as well
m_CanvasObject = new GameObject("Canvas");
var canvasScaler = m_CanvasObject.AddComponent<CanvasScaler>();
m_CanvasObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceCamera;
//the crash only reproduces if the text component is a child of the game object
//that has the CanvasScaler component and if it has an actual font and text set
var textObject = new GameObject("Text").AddComponent<UnityEngine.UI.Text>();
textObject.font = Font.CreateDynamicFontFromOSFont("Arial", 14);
textObject.text = "New Text";
textObject.transform.SetParent(m_CanvasObject.transform);
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2(1080, 1020);
//The crash happens when setting the referenceResolution to a small value
canvasScaler.referenceResolution = new Vector2(9, 9);
//We need to wait a few milliseconds for the crash to happen, otherwise Debug.Log will
//get executed and the test will pass
yield return new WaitForSeconds(0.1f);
Assert.That(true);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasObject);
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine.SceneManagement;
using UnityEditor;
[TestFixture]
public class CanvasSizeCorrectInAwakeAndStart : IPrebuildSetup
{
const string k_SceneName = "CanvasSizeCorrectInAwakeAndStartScene";
GameObject m_CanvasGameObject;
Scene m_InitScene;
public void Setup()
{
#if UNITY_EDITOR
Action codeToExecute = delegate()
{
var canvasGO = new GameObject("CanvasToAddImage", typeof(Canvas));
var imageGO = new GameObject("ImageOnCanvas", typeof(UnityEngine.UI.Image));
imageGO.transform.localPosition = Vector3.one;
imageGO.transform.SetParent(canvasGO.transform);
imageGO.AddComponent<CanvasSizeCorrectInAwakeAndStartScript>();
canvasGO.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
imageGO.SetActive(false);
};
CreateSceneUtility.CreateScene(k_SceneName, codeToExecute);
#endif
}
[SetUp]
public void TestSetup()
{
m_InitScene = SceneManager.GetActiveScene();
}
[UnityTest]
public IEnumerator CanvasSizeIsCorrectInAwakeAndStart()
{
AsyncOperation operation = SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return operation;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
m_CanvasGameObject = GameObject.Find("CanvasToAddImage");
var imageGO = m_CanvasGameObject.transform.Find("ImageOnCanvas");
imageGO.gameObject.SetActive(true);
var component = imageGO.GetComponent<CanvasSizeCorrectInAwakeAndStartScript>();
yield return new WaitUntil(() => component.isAwakeCalled && component.isStartCalled);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasGameObject);
SceneManager.SetActiveScene(m_InitScene);
SceneManager.UnloadSceneAsync(k_SceneName);
#if UNITY_EDITOR
AssetDatabase.DeleteAsset("Assets/" + k_SceneName + ".unity");
#endif
}
}

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using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools.Utils;
public class CanvasSizeCorrectInAwakeAndStartScript : MonoBehaviour
{
public bool isStartCalled { get; private set; }
public bool isAwakeCalled { get; private set; }
protected void Awake()
{
Assert.That(transform.position, Is.Not.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.0f)));
isAwakeCalled = true;
}
protected void Start()
{
Assert.That(transform.position, Is.Not.EqualTo(Vector3.zero).Using(new Vector3EqualityComparer(0.0f)));
isStartCalled = true;
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.TestTools.Utils;
[TestFixture]
public class CheckMeshColorsAndColors32Match
{
GameObject m_CanvasGO;
GameObject m_ColorMeshGO;
GameObject m_Color32MeshGO;
Texture2D m_ScreenTexture;
[SetUp]
public void TestSetup()
{
// Create Canvas
m_CanvasGO = new GameObject("Canvas");
Canvas canvas = m_CanvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Create Color UI GameObject
m_ColorMeshGO = new GameObject("ColorMesh");
CanvasRenderer colorMeshCanvasRenderer = m_ColorMeshGO.AddComponent<CanvasRenderer>();
RectTransform colorMeshRectTransform = m_ColorMeshGO.AddComponent<RectTransform>();
colorMeshRectTransform.pivot = colorMeshRectTransform.anchorMin = colorMeshRectTransform.anchorMax = Vector2.zero;
m_ColorMeshGO.transform.SetParent(m_CanvasGO.transform);
// Create Color32 UI GameObject
m_Color32MeshGO = new GameObject("Color32Mesh");
CanvasRenderer color32MeshCanvasRenderer = m_Color32MeshGO.AddComponent<CanvasRenderer>();
RectTransform color32MeshRectTransform = m_Color32MeshGO.AddComponent<RectTransform>();
color32MeshRectTransform.pivot = color32MeshRectTransform.anchorMin = color32MeshRectTransform.anchorMax = Vector2.zero;
m_Color32MeshGO.transform.SetParent(m_CanvasGO.transform);
Material material = new Material(Shader.Find("UI/Default"));
// Setup Color mesh and add it to Color CanvasRenderer
Mesh meshColor = new Mesh();
meshColor.vertices = new Vector3[3] { new Vector3(0, 0, 0), new Vector3(0, 10, 0), new Vector3(10, 0, 0) };
meshColor.triangles = new int[3] { 0, 1, 2 };
meshColor.normals = new Vector3[3] { Vector3.zero, Vector3.zero, Vector3.zero };
meshColor.colors = new Color[3] { Color.white, Color.white, Color.white };
meshColor.uv = new Vector2[3] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 0) };
colorMeshCanvasRenderer.SetMesh(meshColor);
colorMeshCanvasRenderer.SetMaterial(material, null);
// Setup Color32 mesh and add it to Color32 CanvasRenderer
Mesh meshColor32 = new Mesh();
meshColor32.vertices = new Vector3[3] { new Vector3(10, 0, 0), new Vector3(10, 10, 0), new Vector3(20, 0, 0) };
meshColor32.triangles = new int[3] { 0, 1, 2 };
meshColor32.normals = new Vector3[3] { Vector3.zero, Vector3.zero, Vector3.zero };
meshColor32.colors32 = new Color32[3] { Color.white, Color.white, Color.white };
meshColor32.uv = new Vector2[3] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 0) };
color32MeshCanvasRenderer.SetMesh(meshColor32);
color32MeshCanvasRenderer.SetMaterial(material, null);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasGO);
GameObject.DestroyImmediate(m_ScreenTexture);
}
[UnityTest]
public IEnumerator CheckMeshColorsAndColors32Matches()
{
yield return new WaitForEndOfFrame();
// Create a Texture2D
m_ScreenTexture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
m_ScreenTexture.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
m_ScreenTexture.Apply();
Color screenPixelColorForMeshColor = m_ScreenTexture.GetPixel(1, 0);
Color screenPixelColorForMesh32Color = m_ScreenTexture.GetPixel(11, 0);
Assert.That(screenPixelColorForMesh32Color, Is.EqualTo(screenPixelColorForMeshColor).Using(new ColorEqualityComparer(0.0f)), "UI Mesh with Colors does not match UI Mesh with Colors32");
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
[TestFixture]
[UnityPlatform(include = new RuntimePlatform[] { RuntimePlatform.OSXEditor, RuntimePlatform.LinuxEditor, RuntimePlatform.WindowsEditor })]
[Category("RegressionTest")]
[Description("CoveredBugID = 904415")]
public class CoroutineWorksIfUIObjectIsAttached
{
GameObject m_CanvasMaster;
GameObject m_ImageObject;
[SetUp]
public void TestSetup()
{
m_CanvasMaster = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
m_ImageObject = new GameObject("Image", typeof(Image));
m_ImageObject.SetActive(false);
}
[UnityTest]
public IEnumerator CoroutineWorksOnAttachingUIObject()
{
// Generating Basic scene
m_CanvasMaster.AddComponent<CoroutineObject>();
yield return null;
m_ImageObject.transform.SetParent(m_CanvasMaster.transform);
m_ImageObject.AddComponent<BugObject>();
m_ImageObject.SetActive(true);
yield return null;
yield return null;
yield return null;
Assert.That(m_CanvasMaster.GetComponent<CoroutineObject>().coroutineCount, Is.GreaterThan(1), "The Coroutine wasn't supposed to stop but continue to run, something made it stopped");
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasMaster);
GameObject.DestroyImmediate(m_ImageObject);
}
}
public class BugObject : MonoBehaviour
{
void Awake()
{
GameObject newObject = new GameObject("NewGameObjectThatTriggersBug");
newObject.transform.SetParent(transform);
newObject.AddComponent<Text>();
}
}
public class CoroutineObject : MonoBehaviour
{
public int coroutineCount { get; private set; }
public IEnumerator Start()
{
// This coroutine should not stop and continue adding to the timer
while (true)
{
coroutineCount++;
yield return null;
}
}
}

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using System;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
class CreateSceneUtility
{
public static void CreateScene(string sceneName, Action delegateToExecute)
{
#if UNITY_EDITOR
string scenePath = "Assets/" + sceneName + ".unity";
var initScene = SceneManager.GetActiveScene();
var list = UnityEditor.EditorBuildSettings.scenes.ToList();
var newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects, UnityEditor.SceneManagement.NewSceneMode.Additive);
GameObject.DestroyImmediate(Camera.main.GetComponent<AudioListener>());
delegateToExecute();
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, scenePath);
UnityEditor.SceneManagement.EditorSceneManager.UnloadSceneAsync(newScene);
list.Add(new UnityEditor.EditorBuildSettingsScene(scenePath, true));
UnityEditor.EditorBuildSettings.scenes = list.ToArray();
SceneManager.SetActiveScene(initScene);
#endif
}
}

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using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEditor;
public class NestedCanvas : IPrebuildSetup
{
Object m_GO1;
Object m_GO2;
const string kPrefabPath = "Assets/Resources/NestedCanvasPrefab.prefab";
public void Setup()
{
#if UNITY_EDITOR
var rootGO = new GameObject("RootGO");
var rootCanvasGO = new GameObject("Canvas", typeof(Canvas), typeof(CanvasGroup));
rootCanvasGO.transform.SetParent(rootGO.transform);
var nestedCanvas = new GameObject("Nested Canvas", typeof(Canvas), typeof(Image));
nestedCanvas.transform.SetParent(rootCanvasGO.transform);
var nestedCanvasCamera = new GameObject("Nested Canvas Camera", typeof(Camera));
nestedCanvasCamera.transform.SetParent(rootCanvasGO.transform);
var rootCanvas = rootCanvasGO.GetComponent<Canvas>();
rootCanvas.renderMode = RenderMode.WorldSpace;
rootCanvas.worldCamera = nestedCanvasCamera.GetComponent<Camera>();
if (!Directory.Exists("Assets/Resources/"))
Directory.CreateDirectory("Assets/Resources/");
UnityEditor.PrefabUtility.SaveAsPrefabAsset(rootGO, kPrefabPath);
GameObject.DestroyImmediate(rootGO);
#endif
}
[UnityTest]
[Description("[UI] Button does not interact after nested canvas is used(case 892913)")]
public IEnumerator WorldCanvas_CanFindCameraAfterDisablingAndEnablingRootCanvas()
{
m_GO1 = Object.Instantiate(Resources.Load("NestedCanvasPrefab"));
yield return null;
var nestedCanvasGo = GameObject.Find("Nested Canvas");
var nestedCanvas = nestedCanvasGo.GetComponent<Canvas>();
Assert.IsNotNull(nestedCanvas.worldCamera, "Expected the nested canvas worldCamera to NOT be null after loading the scene.");
nestedCanvasGo.transform.parent.gameObject.SetActive(false);
nestedCanvasGo.transform.parent.gameObject.SetActive(true);
Assert.IsNotNull(nestedCanvas.worldCamera, "Expected the nested canvas worldCamera to NOT be null after the parent canvas has been re-enabled.");
}
[UnityTest]
public IEnumerator WorldCanvas_CanFindTheSameCameraAfterDisablingAndEnablingRootCanvas()
{
m_GO2 = Object.Instantiate(Resources.Load("NestedCanvasPrefab"));
yield return null;
var nestedCanvasGo = GameObject.Find("Nested Canvas");
var nestedCanvas = nestedCanvasGo.GetComponent<Canvas>();
var worldCamera = nestedCanvas.worldCamera;
nestedCanvasGo.transform.parent.gameObject.SetActive(false);
nestedCanvasGo.transform.parent.gameObject.SetActive(true);
Assert.AreEqual(worldCamera, nestedCanvas.worldCamera, "Expected the same world camera to be returned after the root canvas was disabled and then re-enabled.");
}
[UnityTest]
public IEnumerator NestedCanvasHasProperInheritedAlpha()
{
GameObject root = (GameObject)Object.Instantiate(Resources.Load("NestedCanvasPrefab"));
CanvasGroup group = root.GetComponentInChildren<CanvasGroup>();
Image image = root.GetComponentInChildren<Image>();
group.alpha = 0.5f;
yield return null;
Assert.True(image.canvasRenderer.GetInheritedAlpha() == 0.5f);
GameObject.DestroyImmediate(root);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_GO1);
GameObject.DestroyImmediate(m_GO2);
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
#if UNITY_EDITOR
AssetDatabase.DeleteAsset(kPrefabPath);
#endif
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
public class NestedCanvasMaintainsCorrectSize : IPrebuildSetup
{
BridgeScriptForRetainingObjects m_BridgeComponent;
public void Setup()
{
#if UNITY_EDITOR
var canvasGO = new GameObject("Canvas", typeof(Canvas));
canvasGO.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
var nestedCanvasGO = new GameObject("NestedCanvas", typeof(Canvas));
nestedCanvasGO.transform.SetParent(canvasGO.transform);
var rectTransform = (RectTransform)nestedCanvasGO.transform;
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchoredPosition = Vector2.zero;
rectTransform.sizeDelta = new Vector2(-20f, -20f);
var bridgeObject = GameObject.Find(BridgeScriptForRetainingObjects.bridgeObjectName) ?? new GameObject(BridgeScriptForRetainingObjects.bridgeObjectName);
var component = bridgeObject.GetComponent<BridgeScriptForRetainingObjects>() ?? bridgeObject.AddComponent<BridgeScriptForRetainingObjects>();
component.canvasGO = canvasGO;
component.nestedCanvasGO = nestedCanvasGO;
canvasGO.SetActive(false);
nestedCanvasGO.SetActive(false);
#endif
}
[SetUp]
public void TestSetup()
{
m_BridgeComponent = GameObject.Find(BridgeScriptForRetainingObjects.bridgeObjectName).GetComponent<BridgeScriptForRetainingObjects>();
m_BridgeComponent.canvasGO.SetActive(true);
m_BridgeComponent.nestedCanvasGO.SetActive(true);
}
[Test]
public void NestedCanvasMaintainsCorrectSizeAtGameStart()
{
var rectTransform = (RectTransform)m_BridgeComponent.nestedCanvasGO.transform;
Assert.That(rectTransform.anchoredPosition, Is.EqualTo(Vector2.zero));
Assert.That(rectTransform.sizeDelta, Is.EqualTo(new Vector2(-20f, -20f)));
Assert.That(rectTransform.anchorMin, Is.EqualTo(Vector2.zero));
Assert.That(rectTransform.anchorMax, Is.EqualTo(Vector2.one));
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_BridgeComponent.canvasGO);
}
}

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using System;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.Profiling;
using UnityEngine.SceneManagement;
using UnityEditor;
[TestFixture]
[UnityPlatform(include = new RuntimePlatform[] { RuntimePlatform.OSXEditor, RuntimePlatform.LinuxEditor, RuntimePlatform.WindowsEditor })]
[Category("RegressionTest")]
[Description("CoveredBugID = 883807, CoveredBugDescription = \"Object::GetInstanceID crash when trying to switch canvas\"")]
public class NoActiveCameraInSceneDoesNotCrashEditor : IPrebuildSetup
{
Scene m_InitScene;
const string k_SceneName = "NoActiveCameraInSceneDoesNotCrashEditorScene";
public void Setup()
{
#if UNITY_EDITOR
Action codeToExecute = delegate()
{
UnityEditor.EditorApplication.ExecuteMenuItem("GameObject/UI/Legacy/Button");
};
CreateSceneUtility.CreateScene(k_SceneName, codeToExecute);
#endif
}
[SetUp]
public void TestSetup()
{
m_InitScene = SceneManager.GetActiveScene();
}
[UnityTest]
public IEnumerator EditorShouldNotCrashWithoutActiveCamera()
{
AsyncOperation operationResult = SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return operationResult;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
Profiler.enabled = true;
Camera.main.gameObject.SetActive(false);
yield return new WaitForSeconds(0.1f);
Assert.That(Profiler.enabled, Is.True, "Expected the profiler to be enabled. Unable to test if the profiler will crash the editor if it is not enabled.");
}
[TearDown]
public void TearDown()
{
SceneManager.SetActiveScene(m_InitScene);
SceneManager.UnloadSceneAsync(k_SceneName);
#if UNITY_EDITOR
AssetDatabase.DeleteAsset("Assets/" + k_SceneName + ".unity");
#endif
}
}

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using NUnit.Framework;
using UnityEngine;
using UnityEngine.UI;
namespace Graphics
{
[Category("RegressionTest")]
[Description("CoveredBugID = 1395695, CoveredBugDescription = \"RectMask2D hides all content when parented from other display to first dislpay in the Game view window\"")]
public class RectMask2DReparentedToDifferentCanvas
{
GameObject m_GameObjectA;
GameObject m_GameObjectB;
Canvas m_CanvasA;
Canvas m_CanvasB;
RectMask2D m_Mask;
[SetUp]
public void TestSetup()
{
m_GameObjectA = new GameObject("Canvas A");
m_GameObjectB = new GameObject("Canvas B");
m_CanvasA = m_GameObjectA.AddComponent<Canvas>();
m_CanvasB = m_GameObjectB.AddComponent<Canvas>();
var rectMaskGameObject = new GameObject("RectMask2D");
m_Mask = rectMaskGameObject.AddComponent<RectMask2D>();
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_Mask.gameObject);
Object.DestroyImmediate(m_GameObjectA);
Object.DestroyImmediate(m_GameObjectB);
}
[Test]
public void ReparentingRectMask2D_UpdatesCanvas()
{
m_Mask.transform.SetParent(m_GameObjectA.transform);
Assert.AreSame(m_CanvasA, m_Mask.Canvas);
m_Mask.transform.SetParent(m_GameObjectB.transform);
Assert.AreSame(m_CanvasB, m_Mask.Canvas, "Expected Canvas to be updated after parent changed.");
}
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
namespace Graphics
{
[TestFixture]
[Category("RegressionTest")]
[Description(
"CoveredBugID = 782957, CoveredBugDescription = \"Some element from scroll view are invisible when they're masked with RectMask2D and sub-canvases\"")]
public class RectMask2DWithNestedCanvasCullsUsingCorrectCanvasRect
{
GameObject m_RootCanvasGO;
GameObject m_MaskGO;
GameObject m_ImageGO;
[SetUp]
public void TestSetup()
{
m_RootCanvasGO = new GameObject("Canvas");
m_MaskGO = new GameObject("Mask", typeof(RectMask2D));
m_ImageGO = new GameObject("Image");
}
[UnityTest]
public IEnumerator RectMask2DShouldNotCullImagesWithCanvas()
{
//Root Canvas
var canvas = m_RootCanvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
// Rectmaskk2D
var maskRect = m_MaskGO.GetComponent<RectTransform>();
maskRect.sizeDelta = new Vector2(200, 200);
// Our image that will be in the RectMask2D
var image = m_ImageGO.AddComponent<Image>();
var imageRenderer = m_ImageGO.GetComponent<CanvasRenderer>();
var imageRect = m_ImageGO.GetComponent<RectTransform>();
m_ImageGO.AddComponent<Canvas>();
imageRect.sizeDelta = new Vector2(10, 10);
m_MaskGO.transform.SetParent(canvas.transform);
image.transform.SetParent(m_MaskGO.transform);
imageRect.position = maskRect.position = Vector3.zero;
yield return new WaitForSeconds(0.1f);
Assert.That(imageRenderer.cull, Is.False,
"Expected image(with canvas) to not be culled by the RectMask2D but it was.");
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_RootCanvasGO);
GameObject.DestroyImmediate(m_MaskGO);
GameObject.DestroyImmediate(m_ImageGO);
}
}
}

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using System;
using System.Collections;
using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using UnityEditor;
[TestFixture]
public class RectTransformValidAfterEnable : IPrebuildSetup
{
const string kSceneName = "DisabledCanvasScene";
const string kGameObjectName = "DisabledCanvas";
public void Setup()
{
#if UNITY_EDITOR
Action codeToExecute = delegate()
{
var canvasGameObject = new GameObject(kGameObjectName, typeof(Canvas));
canvasGameObject.SetActive(false);
canvasGameObject.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
canvasGameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(0, 0);
canvasGameObject.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
CanvasScaler canvasScaler = canvasGameObject.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2(1024, 768);
};
CreateSceneUtility.CreateScene(kSceneName, codeToExecute);
#endif
}
[UnityTest]
public IEnumerator CheckRectTransformValidAfterEnable()
{
AsyncOperation operation = SceneManager.LoadSceneAsync(kSceneName, LoadSceneMode.Additive);
yield return operation;
Scene scene = SceneManager.GetSceneByName(kSceneName);
GameObject[] gameObjects = scene.GetRootGameObjects();
GameObject canvasGameObject = null;
foreach (GameObject gameObject in gameObjects)
{
if (gameObject.name == kGameObjectName)
{
canvasGameObject = gameObject;
break;
}
}
Assert.IsNotNull(canvasGameObject);
RectTransform rectTransform = canvasGameObject.GetComponent<RectTransform>();
canvasGameObject.SetActive(true);
yield return new WaitForEndOfFrame();
Rect rect = rectTransform.rect;
Assert.Greater(rect.width, 0);
Assert.Greater(rect.height, 0);
operation = SceneManager.UnloadSceneAsync(kSceneName);
yield return operation;
}
[TearDown]
public void TearDown()
{
//Manually add Assets/ and .unity as CreateSceneUtility does that for you.
#if UNITY_EDITOR
AssetDatabase.DeleteAsset("Assets/" + kSceneName + ".unity");
#endif
}
}

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using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using System.Linq;
public class RectangleContainsScreenPointTest : MonoBehaviour
{
RectTransform m_RectTransform;
Camera m_MainCamera;
GameObject m_CanvasObject;
GameObject m_RectObject;
[SetUp]
public void Setup()
{
m_MainCamera = new GameObject("MainCamera").AddComponent<Camera>();
m_MainCamera.transform.position = new Vector3(0, 1, -10);
m_MainCamera.depth = -1;
m_CanvasObject = new GameObject("Canvas");
Canvas m_canvas = m_CanvasObject.AddComponent<Canvas>();
m_canvas.transform.localPosition = new Vector3(0, 1, 90);
m_canvas.renderMode = RenderMode.ScreenSpaceCamera;
m_canvas.worldCamera = m_MainCamera;
m_RectObject = new GameObject("RectTransformObject");
m_RectTransform = m_RectObject.AddComponent<RectTransform>();
m_RectTransform.SetParent(m_CanvasObject.transform, false);
}
[TearDown]
public void TearDown()
{
Destroy(m_MainCamera.gameObject);
Destroy(m_CanvasObject);
Destroy(m_RectObject);
Destroy(m_RectTransform);
}
[Test]
public void RectangleContainsScreenPoint_ReturnsTrue_ForAllPointsInTheRectangle()
{
var fourCourners = new Vector3[4];
m_RectTransform.GetWorldCorners(fourCourners);
var worldCorners = fourCourners
.Select(p => m_MainCamera.WorldToScreenPoint(p))
.ToArray();
var minValue = new Vector2(
x: worldCorners.Min(p => p.x),
y: worldCorners.Min(p => p.y));
var maxValue = new Vector2(
x: worldCorners.Max(p => p.x),
y: worldCorners.Max(p => p.y));
var steps = 10000;
bool ErrorHit = false;
for (float i = 0; i < steps; i++)
{
var point = Vector2.Lerp(minValue, maxValue, i / steps);
if (!RectTransformUtility.RectangleContainsScreenPoint(m_RectTransform, point, m_MainCamera))
{
ErrorHit = true;
Assert.Fail("Rectangle does not Contains ScreenPoint");
}
}
if (!ErrorHit)
{
Assert.Pass();
}
}
}

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using UnityEngine;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Collections;
using UnityEngine.UI;
[TestFixture]
[Category("RegressionTest")]
[Description("Case 723062")]
public class SiblingOrderChangesLayout
{
GameObject m_CanvasGO;
GameObject m_ParentGO;
GameObject m_Child1GO;
GameObject m_Child2GO;
[SetUp]
public void TestSetup()
{
m_CanvasGO = new GameObject("Canvas", typeof(Canvas));
m_ParentGO = new GameObject("ParentRenderer");
m_Child1GO = CreateTextObject("ChildRenderer1");
m_Child2GO = CreateTextObject("ChildRenderer2");
#if UNITY_EDITOR
UnityEditor.EditorApplication.ExecuteMenuItem("Window/General/Game");
#endif
}
[UnityTest]
public IEnumerator ReorderingSiblingChangesLayout()
{
m_ParentGO.transform.SetParent(m_CanvasGO.transform);
m_Child1GO.transform.SetParent(m_ParentGO.transform);
m_Child2GO.transform.SetParent(m_ParentGO.transform);
m_ParentGO.AddComponent<CanvasRenderer>();
m_ParentGO.AddComponent<RectTransform>();
m_ParentGO.AddComponent<VerticalLayoutGroup>();
m_ParentGO.AddComponent<ContentSizeFitter>();
yield return new WaitForEndOfFrame();
Vector2 child1Pos = m_Child1GO.GetComponent<RectTransform>().anchoredPosition;
Vector2 child2Pos = m_Child2GO.GetComponent<RectTransform>().anchoredPosition;
Assert.That(child1Pos, Is.Not.EqualTo(child2Pos));
Assert.That(m_Child1GO.GetComponent<CanvasRenderer>().hasMoved, Is.False, "CanvasRenderer.hasMoved should be false");
m_Child2GO.transform.SetAsFirstSibling();
Canvas.ForceUpdateCanvases();
Assert.That(m_Child1GO.GetComponent<CanvasRenderer>().hasMoved, Is.True, "CanvasRenderer.hasMoved should be true");
Vector2 newChild1Pos = m_Child1GO.GetComponent<RectTransform>().anchoredPosition;
Vector2 newChild2Pos = m_Child2GO.GetComponent<RectTransform>().anchoredPosition;
Assert.That(newChild1Pos, Is.EqualTo(child2Pos), "Child1 should have moved to Child2's position");
Assert.That(newChild2Pos, Is.EqualTo(child1Pos), "Child2 should have moved to Child1's position");
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_CanvasGO);
}
// Factory method for creating UI text objects taken from the original bug repro scene:
private GameObject CreateTextObject(string name)
{
GameObject outputTextGameObject = new GameObject("OutputContent", typeof(CanvasRenderer));
RectTransform outputTextTransform = outputTextGameObject.AddComponent<RectTransform>();
outputTextTransform.pivot = new Vector2(0.5f, 0);
outputTextTransform.anchorMin = Vector2.zero;
outputTextTransform.anchorMax = new Vector2(1, 0);
outputTextTransform.anchoredPosition = Vector2.zero;
outputTextTransform.sizeDelta = Vector2.zero;
Text outputText = outputTextGameObject.AddComponent<Text>();
outputText.text = "Hello World!";
outputTextGameObject.name = name;
return outputTextGameObject;
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
public class DropdownTests : IPrebuildSetup
{
GameObject m_PrefabRoot;
GameObject m_CameraGO;
const string kPrefabPath = "Assets/Resources/DropdownPrefab.prefab";
public void Setup()
{
#if UNITY_EDITOR
var rootGO = new GameObject("rootGo");
var canvasGO = new GameObject("Canvas", typeof(Canvas));
var canvas = canvasGO.GetComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
canvasGO.transform.SetParent(rootGO.transform);
var dropdownGO = new GameObject("Dropdown", typeof(RectTransform), typeof(Dropdown));
var dropdownTransform = dropdownGO.GetComponent<RectTransform>();
dropdownTransform.SetParent(canvas.transform);
dropdownTransform.anchoredPosition = Vector2.zero;
var dropdown = dropdownGO.GetComponent<Dropdown>();
var templateGO = new GameObject("Template", typeof(RectTransform));
templateGO.SetActive(false);
var templateTransform = templateGO.GetComponent<RectTransform>();
templateTransform.SetParent(dropdownTransform);
var itemGo = new GameObject("Item", typeof(RectTransform), typeof(Toggle));
itemGo.transform.SetParent(templateTransform);
dropdown.template = templateTransform;
if (!Directory.Exists("Assets/Resources/"))
Directory.CreateDirectory("Assets/Resources/");
PrefabUtility.SaveAsPrefabAsset(rootGO, kPrefabPath);
GameObject.DestroyImmediate(rootGO);
// add a custom sorting layer before test. It doesn't seem to be serialized so no need to remove it after test
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty sortingLayers = tagManager.FindProperty("m_SortingLayers");
sortingLayers.InsertArrayElementAtIndex(sortingLayers.arraySize);
var arrayElement = sortingLayers.GetArrayElementAtIndex(sortingLayers.arraySize - 1);
foreach (SerializedProperty a in arrayElement)
{
switch (a.name)
{
case "name":
a.stringValue = "test layer";
break;
case "uniqueID":
a.intValue = 314159265;
break;
case "locked":
a.boolValue = false;
break;
}
}
tagManager.ApplyModifiedProperties();
#endif
}
[SetUp]
public void TestSetup()
{
m_PrefabRoot = Object.Instantiate(Resources.Load("DropdownPrefab")) as GameObject;
m_CameraGO = new GameObject("Camera", typeof(Camera));
}
// test for case 958281 - [UI] Dropdown list does not copy the parent canvas layer when the panel is opened
[UnityTest]
public IEnumerator Dropdown_Canvas()
{
var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
var rootCanvas = m_PrefabRoot.GetComponentInChildren<Canvas>();
rootCanvas.sortingLayerName = "test layer";
dropdown.Show();
yield return null;
var dropdownList = dropdown.transform.Find("Dropdown List");
var dropdownListCanvas = dropdownList.GetComponentInChildren<Canvas>();
Assert.AreEqual(rootCanvas.sortingLayerID, dropdownListCanvas.sortingLayerID, "Sorting layers should match");
}
// test for case 1343542 - [UI] Child Canvas' Sorting Layer is changed to the same value as the parent
[UnityTest]
public IEnumerator Dropdown_Canvas_Already_Exists()
{
var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
var rootCanvas = m_PrefabRoot.GetComponentInChildren<Canvas>();
var templateCanvas = dropdown.transform.Find("Template").gameObject.AddComponent<Canvas>();
templateCanvas.overrideSorting = true;
templateCanvas.sortingLayerName = "test layer";
dropdown.Show();
yield return null;
var dropdownList = dropdown.transform.Find("Dropdown List");
var dropdownListCanvas = dropdownList.GetComponentInChildren<Canvas>();
Assert.AreNotEqual(rootCanvas.sortingLayerName, dropdownListCanvas.sortingLayerName, "Sorting layers should not match");
}
// test for case 935649 - open dropdown menus become unresponsive when disabled and reenabled
[UnityTest]
public IEnumerator Dropdown_Disable()
{
var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
dropdown.Show();
dropdown.gameObject.SetActive(false);
yield return null;
var dropdownList = dropdown.transform.Find("Dropdown List");
Assert.IsNull(dropdownList);
}
[UnityTest]
public IEnumerator Dropdown_ResetAndClear()
{
var options = new List<string> { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
var dropdown = m_PrefabRoot.GetComponentInChildren<Dropdown>();
// generate a first dropdown
dropdown.ClearOptions();
dropdown.AddOptions(options);
dropdown.value = 3;
yield return null;
// clear it and generate a new one
dropdown.ClearOptions();
yield return null;
// check is the value is 0
Assert.IsTrue(dropdown.value == 0);
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_PrefabRoot);
GameObject.DestroyImmediate(m_CameraGO);
}
[OneTimeTearDown]
public void OneTimeTearDown()
{
#if UNITY_EDITOR
AssetDatabase.DeleteAsset(kPrefabPath);
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty sortingLayers = tagManager.FindProperty("m_SortingLayers");
sortingLayers.DeleteArrayElementAtIndex(sortingLayers.arraySize);
tagManager.ApplyModifiedProperties();
#endif
}
}

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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.TestTools;
using UnityEngine.UI;
using UnityEngine.TestTools.Utils;
public class GraphicRaycasterTests
{
Camera m_Camera;
EventSystem m_EventSystem;
Canvas m_Canvas;
RectTransform m_CanvasRectTrans;
Text m_TextComponent;
[SetUp]
public void TestSetup()
{
m_Camera = new GameObject("GraphicRaycaster Camera").AddComponent<Camera>();
m_Camera.transform.position = Vector3.zero;
m_Camera.transform.LookAt(Vector3.forward);
m_Camera.farClipPlane = 10;
m_EventSystem = new GameObject("Event System").AddComponent<EventSystem>();
m_Canvas = new GameObject("Canvas").AddComponent<Canvas>();
m_Canvas.renderMode = RenderMode.WorldSpace;
m_Canvas.worldCamera = m_Camera;
m_Canvas.gameObject.AddComponent<GraphicRaycaster>();
m_CanvasRectTrans = m_Canvas.GetComponent<RectTransform>();
m_CanvasRectTrans.sizeDelta = new Vector2(100, 100);
var textGO = new GameObject("Text");
m_TextComponent = textGO.AddComponent<Text>();
var textRectTrans = m_TextComponent.rectTransform;
textRectTrans.SetParent(m_Canvas.transform);
textRectTrans.anchorMin = Vector2.zero;
textRectTrans.anchorMax = Vector2.one;
textRectTrans.offsetMin = Vector2.zero;
textRectTrans.offsetMax = Vector2.zero;
}
[UnityTest]
public IEnumerator GraphicRaycasterDoesNotHitGraphicBehindCameraFarClipPlane()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
Assert.IsEmpty(results, "Expected no results from a raycast against a graphic behind the camera's far clip plane.");
}
[UnityTest]
public IEnumerator GraphicRaycasterReturnsWorldPositionAndWorldNormal()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
m_Camera.farClipPlane = 12;
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
// on katana on 10.13 agents world position returned is 0, -0.00952, 11
// it does not reproduce for me localy, so we just tweak the comparison threshold
Assert.That(new Vector3(0, 0, 11), Is.EqualTo(results[0].worldPosition).Using(new Vector3EqualityComparer(0.01f)));
Assert.That(new Vector3(0, 0, -1), Is.EqualTo(results[0].worldNormal).Using(new Vector3EqualityComparer(0.001f)));
}
[UnityTest]
public IEnumerator GraphicRaycasterUsesGraphicPadding()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
m_TextComponent.raycastPadding = new Vector4(-50, -50, -50, -50);
m_Camera.farClipPlane = 12;
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2((Screen.width / 2f) - 60, Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
Assert.IsNotEmpty(results, "Expected at least 1 result from a raycast outside the graphics RectTransform whose padding would make the click hit.");
}
[UnityTest]
public IEnumerator GraphicOnTheSamePlaneAsTheCameraCanBeTargetedForEvents()
{
m_Canvas.renderMode = RenderMode.ScreenSpaceCamera;
m_Canvas.planeDistance = 0;
m_Camera.orthographic = true;
m_Camera.orthographicSize = 1;
m_Camera.nearClipPlane = 0;
m_Camera.farClipPlane = 12;
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2((Screen.width / 2f), Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
Assert.IsNotEmpty(results, "Expected at least 1 result from a raycast ");
}
#if ENABLE_INPUT_SYSTEM && PACKAGE_INPUTSYSTEM
[UnityTest]
public IEnumerator GraphicRaycasterIgnoresEventsFromTheWrongDisplay()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
m_Camera.farClipPlane = 12;
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f),
displayIndex = 1,
};
m_EventSystem.RaycastAll(pointerEvent, results);
Assert.IsEmpty(results, "Pointer event on display 1 was not ignored on display 0");
}
#endif
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_Camera.gameObject);
Object.DestroyImmediate(m_EventSystem.gameObject);
Object.DestroyImmediate(m_Canvas.gameObject);
}
}

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using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.TestTools;
using UnityEngine.UI;
using UnityEngine.TestTools.Utils;
public class GraphicRaycasterWorldSpaceCanvasTests
{
Camera m_Camera;
EventSystem m_EventSystem;
Canvas m_Canvas;
RectTransform m_CanvasRectTrans;
[SetUp]
public void TestSetup()
{
m_Camera = new GameObject("GraphicRaycaster Camera").AddComponent<Camera>();
m_Camera.transform.position = Vector3.zero;
m_Camera.transform.LookAt(Vector3.forward);
m_Camera.farClipPlane = 10;
m_EventSystem = new GameObject("Event System").AddComponent<EventSystem>();
m_Canvas = new GameObject("Canvas").AddComponent<Canvas>();
m_Canvas.renderMode = RenderMode.WorldSpace;
m_Canvas.worldCamera = m_Camera;
m_Canvas.gameObject.AddComponent<GraphicRaycaster>();
m_CanvasRectTrans = m_Canvas.GetComponent<RectTransform>();
m_CanvasRectTrans.sizeDelta = new Vector2(100, 100);
var textRectTrans = new GameObject("Text").AddComponent<Text>().rectTransform;
textRectTrans.SetParent(m_Canvas.transform);
textRectTrans.anchorMin = Vector2.zero;
textRectTrans.anchorMax = Vector2.one;
textRectTrans.offsetMin = Vector2.zero;
textRectTrans.offsetMax = Vector2.zero;
}
[UnityTest]
public IEnumerator GraphicRaycasterDoesNotHitGraphicBehindCameraFarClipPlane()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
Assert.IsEmpty(results, "Expected no results from a raycast against a graphic behind the camera's far clip plane.");
}
[UnityTest]
public IEnumerator GraphicRaycasterReturnsWorldPositionAndWorldNormal()
{
m_CanvasRectTrans.anchoredPosition3D = new Vector3(0, 0, 11);
m_Camera.farClipPlane = 12;
yield return null;
var results = new List<RaycastResult>();
var pointerEvent = new PointerEventData(m_EventSystem)
{
position = new Vector2(Screen.width / 2f, Screen.height / 2f)
};
m_EventSystem.RaycastAll(pointerEvent, results);
// on katana on 10.13 agents world position returned is 0, -0.00952, 11
// it does not reproduce for me localy, so we just tweak the comparison threshold
Assert.That(new Vector3(0, 0, 11), Is.EqualTo(results[0].worldPosition).Using(new Vector3EqualityComparer(0.01f)));
Assert.That(new Vector3(0, 0, -1), Is.EqualTo(results[0].worldNormal).Using(new Vector3EqualityComparer(0.001f)));
}
[TearDown]
public void TearDown()
{
Object.DestroyImmediate(m_Camera.gameObject);
Object.DestroyImmediate(m_EventSystem.gameObject);
Object.DestroyImmediate(m_Canvas.gameObject);
}
}

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using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.TestTools;
using UnityEngine.UI;
[UnityPlatform()]
public class InputModuleTests
{
EventSystem m_EventSystem;
FakeBaseInput m_FakeBaseInput;
StandaloneInputModule m_StandaloneInputModule;
Canvas m_Canvas;
Image m_Image;
Image m_NestedImage;
[SetUp]
public void TestSetup()
{
// Camera | Canvas (Image) | Event System
m_Canvas = new GameObject("Canvas").AddComponent<Canvas>();
m_Canvas.renderMode = RenderMode.ScreenSpaceOverlay;
m_Canvas.gameObject.AddComponent<GraphicRaycaster>();
m_Image = new GameObject("Image").AddComponent<Image>();
m_Image.gameObject.transform.SetParent(m_Canvas.transform);
RectTransform imageRectTransform = m_Image.GetComponent<RectTransform>();
imageRectTransform.sizeDelta = new Vector2(400f, 400f);
imageRectTransform.localPosition = Vector3.zero;
m_NestedImage = new GameObject("NestedImage").AddComponent<Image>();
m_NestedImage.gameObject.transform.SetParent(m_Image.transform);
RectTransform nestedImageRectTransform = m_NestedImage.GetComponent<RectTransform>();
nestedImageRectTransform.sizeDelta = new Vector2(200f, 200f);
nestedImageRectTransform.localPosition = Vector3.zero;
GameObject go = new GameObject("Event System");
m_EventSystem = go.AddComponent<EventSystem>();
m_EventSystem.pixelDragThreshold = 1;
m_StandaloneInputModule = go.AddComponent<StandaloneInputModule>();
m_FakeBaseInput = go.AddComponent<FakeBaseInput>();
// Override input with FakeBaseInput so we can send fake mouse/keyboards button presses and touches
m_StandaloneInputModule.inputOverride = m_FakeBaseInput;
Cursor.lockState = CursorLockMode.None;
}
[UnityTest]
public IEnumerator DragCallbacksDoGetCalled()
{
// While left mouse button is pressed and the mouse is moving, OnBeginDrag and OnDrag callbacks should be called
// Then when the left mouse button is released, OnEndDrag callback should be called
// Add script to EventSystem to update the mouse position
m_EventSystem.gameObject.AddComponent<MouseUpdate>();
// Add script to Image which implements OnBeginDrag, OnDrag & OnEndDrag callbacks
DragCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<DragCallbackCheck>();
// Setting required input.mousePresent to fake mouse presence
m_FakeBaseInput.MousePresent = true;
var canvasRT = m_Canvas.gameObject.transform as RectTransform;
m_FakeBaseInput.MousePosition = new Vector2(Screen.width / 2, Screen.height / 2);
yield return null;
// Left mouse button down simulation
m_FakeBaseInput.MouseButtonDown[0] = true;
yield return null;
// Left mouse button down flag needs to reset in the next frame
m_FakeBaseInput.MouseButtonDown[0] = false;
yield return null;
// Left mouse button up simulation
m_FakeBaseInput.MouseButtonUp[0] = true;
yield return null;
// Left mouse button up flag needs to reset in the next frame
m_FakeBaseInput.MouseButtonUp[0] = false;
yield return null;
Assert.IsTrue(callbackCheck.onBeginDragCalled, "OnBeginDrag not called");
Assert.IsTrue(callbackCheck.onDragCalled, "OnDragCalled not called");
Assert.IsTrue(callbackCheck.onEndDragCalled, "OnEndDragCalled not called");
Assert.IsTrue(callbackCheck.onDropCalled, "OnDrop not called");
}
[UnityTest]
public IEnumerator MouseOutsideMaskRectTransform_WhileInsidePaddedArea_PerformsClick()
{
var mask = new GameObject("Panel").AddComponent<RectMask2D>();
mask.gameObject.transform.SetParent(m_Canvas.transform);
RectTransform panelRectTransform = mask.GetComponent<RectTransform>();
panelRectTransform.sizeDelta = new Vector2(100, 100f);
panelRectTransform.localPosition = Vector3.zero;
m_Image.gameObject.transform.SetParent(mask.transform, true);
mask.padding = new Vector4(-30, -30, -30, -30);
PointerClickCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerClickCallbackCheck>();
var canvasRT = m_Canvas.gameObject.transform as RectTransform;
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
// Click the center of the screen should hit the middle of the image.
m_FakeBaseInput.MouseButtonDown[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonDown[0] = false;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = false;
yield return null;
Assert.IsTrue(callbackCheck.pointerDown);
//Reset the callbackcheck and click outside the mask but still in the image.
callbackCheck.pointerDown = false;
m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 60, screenMiddle.y);
yield return null;
m_FakeBaseInput.MouseButtonDown[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonDown[0] = false;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = false;
yield return null;
Assert.IsTrue(callbackCheck.pointerDown);
//Reset the callbackcheck and click outside the mask and outside in the image.
callbackCheck.pointerDown = false;
m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 100, screenMiddle.y);
yield return null;
m_FakeBaseInput.MouseButtonDown[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonDown[0] = false;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = true;
yield return null;
m_FakeBaseInput.MouseButtonUp[0] = false;
yield return null;
Assert.IsFalse(callbackCheck.pointerDown);
}
[UnityTest]
public IEnumerator PointerEnterChildShouldNotFullyExit_NotSendPointerEventToParent()
{
m_StandaloneInputModule.sendPointerHoverToParent = false;
PointerExitCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerExitCallbackCheck>();
m_NestedImage.gameObject.AddComponent<PointerExitCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
Assert.IsTrue(callbackCheck.pointerData.fullyExited == false);
}
[UnityTest]
public IEnumerator PointerEnterChildShouldNotExit_SendPointerEventToParent()
{
m_StandaloneInputModule.sendPointerHoverToParent = true;
PointerExitCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerExitCallbackCheck>();
m_NestedImage.gameObject.AddComponent<PointerExitCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
Assert.IsTrue(callbackCheck.pointerData == null);
}
[UnityTest]
public IEnumerator PointerEnterChildShouldNotReenter()
{
PointerEnterCallbackCheck callbackCheck = m_NestedImage.gameObject.AddComponent<PointerEnterCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
Assert.IsTrue(callbackCheck.pointerData.reentered == false);
}
[UnityTest]
public IEnumerator PointerExitChildShouldReenter_NotSendPointerEventToParent()
{
m_StandaloneInputModule.sendPointerHoverToParent = false;
PointerEnterCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerEnterCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
Assert.IsTrue(callbackCheck.pointerData.reentered == true);
}
[UnityTest]
public IEnumerator PointerExitChildShouldNotSendEnter_SendPointerEventToParent()
{
m_StandaloneInputModule.sendPointerHoverToParent = true;
m_NestedImage.gameObject.AddComponent<PointerEnterCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
PointerEnterCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerEnterCallbackCheck>();
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
Assert.IsTrue(callbackCheck.pointerData == null);
}
[UnityTest]
public IEnumerator PointerExitChildShouldFullyExit()
{
PointerExitCallbackCheck callbackCheck = m_NestedImage.gameObject.AddComponent<PointerExitCallbackCheck>();
var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
m_FakeBaseInput.MousePresent = true;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle;
yield return null;
m_FakeBaseInput.MousePosition = screenMiddle - new Vector2(150, 150);
yield return null;
Assert.IsTrue(callbackCheck.pointerData.fullyExited == true);
}
[TearDown]
public void TearDown()
{
GameObject.DestroyImmediate(m_EventSystem.gameObject);
GameObject.DestroyImmediate(m_Canvas.gameObject);
}
}

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