This commit is contained in:
Dmytro Ivanov 2023-02-13 20:17:38 +01:00 коммит произвёл GitHub
Родитель e8f41a679b
Коммит 5ffb592839
Не найден ключ, соответствующий данной подписи
Идентификатор ключа GPG: 4AEE18F83AFDEB23
6 изменённых файлов: 2366 добавлений и 2294 удалений

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@ -3,7 +3,9 @@ editors:
disable_tvos_run: true
- version: 2021.3
- version: 2022.2
- version: 2023.1
- version: trunk
disable_tvos_run: true
utr_install_win: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output utr.bat
utr_install_nix: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output utr && chmod +x utr

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@ -276,75 +276,75 @@ class APIVerificationTests
// The following properties have setters that changed from being private to being protected.
// This is not a breaking change as no existing code will fail to compile.
[Property("Exclusions", @"1.0.0
public UnityEngine.InputSystem.Controls.ButtonControl buttonEast { get; }
public UnityEngine.InputSystem.Controls.ButtonControl buttonNorth { get; }
public UnityEngine.InputSystem.Controls.ButtonControl buttonSouth { get; }
public UnityEngine.InputSystem.Controls.ButtonControl buttonWest { get; }
public UnityEngine.InputSystem.Controls.DpadControl dpad { get; }
public UnityEngine.InputSystem.Controls.ButtonControl leftShoulder { get; }
public UnityEngine.InputSystem.Controls.StickControl leftStick { get; }
public UnityEngine.InputSystem.Controls.ButtonControl leftStickButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl leftTrigger { get; }
public UnityEngine.InputSystem.Controls.ButtonControl rightShoulder { get; }
public UnityEngine.InputSystem.Controls.StickControl rightStick { get; }
public UnityEngine.InputSystem.Controls.ButtonControl rightStickButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl rightTrigger { get; }
public UnityEngine.InputSystem.Controls.ButtonControl selectButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl startButton { get; }
public UnityEngine.InputSystem.Controls.Vector2Control hatswitch { get; }
public UnityEngine.InputSystem.Controls.StickControl stick { get; }
public UnityEngine.InputSystem.Controls.ButtonControl trigger { get; }
public UnityEngine.InputSystem.Controls.AxisControl twist { get; }
public UnityEngine.InputSystem.Controls.ButtonControl altKey { get; }
public UnityEngine.InputSystem.Controls.AnyKeyControl anyKey { get; }
public UnityEngine.InputSystem.Controls.ButtonControl ctrlKey { get; }
public UnityEngine.InputSystem.Controls.ButtonControl imeSelected { get; }
public UnityEngine.InputSystem.Controls.ButtonControl shiftKey { get; }
public UnityEngine.InputSystem.Controls.ButtonControl backButton { get; }
public UnityEngine.InputSystem.Controls.IntegerControl clickCount { get; }
public static UnityEngine.InputSystem.Mouse current { get; }
public UnityEngine.InputSystem.Controls.ButtonControl forwardButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl leftButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl middleButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl rightButton { get; }
public UnityEngine.InputSystem.Controls.Vector2Control scroll { get; }
public UnityEngine.InputSystem.Controls.ButtonControl eraser { get; }
public UnityEngine.InputSystem.Controls.ButtonControl firstBarrelButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl fourthBarrelButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl inRange { get; }
public UnityEngine.InputSystem.Controls.ButtonControl secondBarrelButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl thirdBarrelButton { get; }
public UnityEngine.InputSystem.Controls.Vector2Control tilt { get; }
public UnityEngine.InputSystem.Controls.ButtonControl tip { get; }
public UnityEngine.InputSystem.Controls.AxisControl twist { get; }
public UnityEngine.InputSystem.Controls.Vector2Control delta { get; }
public UnityEngine.InputSystem.Controls.Vector2Control position { get; }
public UnityEngine.InputSystem.Controls.ButtonControl press { get; }
public UnityEngine.InputSystem.Controls.AxisControl pressure { get; }
public UnityEngine.InputSystem.Controls.Vector2Control radius { get; }
public UnityEngine.InputSystem.Controls.Vector2Control delta { get; }
public UnityEngine.InputSystem.Controls.ButtonControl indirectTouch { get; }
public UnityEngine.InputSystem.Controls.TouchPhaseControl phase { get; }
public UnityEngine.InputSystem.Controls.Vector2Control position { get; }
public UnityEngine.InputSystem.Controls.TouchPressControl press { get; }
public UnityEngine.InputSystem.Controls.AxisControl pressure { get; }
public UnityEngine.InputSystem.Controls.Vector2Control radius { get; }
public UnityEngine.InputSystem.Controls.Vector2Control startPosition { get; }
public UnityEngine.InputSystem.Controls.DoubleControl startTime { get; }
public UnityEngine.InputSystem.Controls.ButtonControl tap { get; }
public UnityEngine.InputSystem.Controls.IntegerControl tapCount { get; }
public UnityEngine.InputSystem.Controls.IntegerControl touchId { get; }
public UnityEngine.InputSystem.Controls.ButtonControl leftTriggerButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl playStationButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl rightTriggerButton { get; }
public UnityEngine.InputSystem.Controls.TouchControl primaryTouch { get; }
public UnityEngine.InputSystem.Controls.ButtonControl down { get; }
public UnityEngine.InputSystem.Controls.ButtonControl left { get; }
public UnityEngine.InputSystem.Controls.ButtonControl right { get; }
public UnityEngine.InputSystem.Controls.ButtonControl up { get; }
public UnityEngine.InputSystem.Controls.AxisControl x { get; }
public UnityEngine.InputSystem.Controls.AxisControl y { get; }
public UnityEngine.InputSystem.Controls.AxisControl z { get; }
public Controls.ButtonControl buttonEast { get; }
public Controls.ButtonControl buttonNorth { get; }
public Controls.ButtonControl buttonSouth { get; }
public Controls.ButtonControl buttonWest { get; }
public Controls.DpadControl dpad { get; }
public Controls.ButtonControl leftShoulder { get; }
public Controls.StickControl leftStick { get; }
public Controls.ButtonControl leftStickButton { get; }
public Controls.ButtonControl leftTrigger { get; }
public Controls.ButtonControl rightShoulder { get; }
public Controls.StickControl rightStick { get; }
public Controls.ButtonControl rightStickButton { get; }
public Controls.ButtonControl rightTrigger { get; }
public Controls.ButtonControl selectButton { get; }
public Controls.ButtonControl startButton { get; }
public Controls.Vector2Control hatswitch { get; }
public Controls.StickControl stick { get; }
public Controls.ButtonControl trigger { get; }
public Controls.AxisControl twist { get; }
public Controls.ButtonControl altKey { get; }
public Controls.AnyKeyControl anyKey { get; }
public Controls.ButtonControl ctrlKey { get; }
public Controls.ButtonControl imeSelected { get; }
public Controls.ButtonControl shiftKey { get; }
public Controls.ButtonControl backButton { get; }
public Controls.IntegerControl clickCount { get; }
public static Mouse current { get; }
public Controls.ButtonControl forwardButton { get; }
public Controls.ButtonControl leftButton { get; }
public Controls.ButtonControl middleButton { get; }
public Controls.ButtonControl rightButton { get; }
public Controls.Vector2Control scroll { get; }
public Controls.ButtonControl eraser { get; }
public Controls.ButtonControl firstBarrelButton { get; }
public Controls.ButtonControl fourthBarrelButton { get; }
public Controls.ButtonControl inRange { get; }
public Controls.ButtonControl secondBarrelButton { get; }
public Controls.ButtonControl thirdBarrelButton { get; }
public Controls.Vector2Control tilt { get; }
public Controls.ButtonControl tip { get; }
public Controls.AxisControl twist { get; }
public Controls.Vector2Control delta { get; }
public Controls.Vector2Control position { get; }
public Controls.ButtonControl press { get; }
public Controls.AxisControl pressure { get; }
public Controls.Vector2Control radius { get; }
public Controls.Vector2Control delta { get; }
public Controls.ButtonControl indirectTouch { get; }
public Controls.TouchPhaseControl phase { get; }
public Controls.Vector2Control position { get; }
public Controls.TouchPressControl press { get; }
public Controls.AxisControl pressure { get; }
public Controls.Vector2Control radius { get; }
public Controls.Vector2Control startPosition { get; }
public Controls.DoubleControl startTime { get; }
public Controls.ButtonControl tap { get; }
public Controls.IntegerControl tapCount { get; }
public Controls.IntegerControl touchId { get; }
public Controls.ButtonControl leftTriggerButton { get; }
public Controls.ButtonControl playStationButton { get; }
public Controls.ButtonControl rightTriggerButton { get; }
public Controls.TouchControl primaryTouch { get; }
public ButtonControl down { get; }
public ButtonControl left { get; }
public ButtonControl right { get; }
public ButtonControl up { get; }
public Controls.AxisControl x { get; }
public Controls.AxisControl y { get; }
public Controls.AxisControl z { get; }
public UnityEngine.InputSystem.Controls.ButtonControl L1 { get; }
public UnityEngine.InputSystem.Controls.ButtonControl L2 { get; }
public UnityEngine.InputSystem.Controls.ButtonControl L3 { get; }
@ -354,75 +354,109 @@ class APIVerificationTests
public UnityEngine.InputSystem.Controls.ButtonControl R3 { get; }
public UnityEngine.InputSystem.Controls.ButtonControl shareButton { get; }
public UnityEngine.InputSystem.Controls.ButtonControl touchpadButton { get; }
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.Controls.TouchControl> touches { get; }
public virtual System.Collections.Generic.IEnumerator<TValue> GetEnumerator();
public UnityEngine.InputSystem.Utilities.ReadOnlyArray<Controls.TouchControl> touches { get; }
public System.Collections.Generic.IEnumerator<TValue> GetEnumerator();
public Vector2Control delta { get; }
public ButtonControl indirectTouch { get; }
public TouchPhaseControl phase { get; }
public Vector2Control position { get; }
public TouchPressControl press { get; }
public AxisControl pressure { get; }
public Vector2Control radius { get; }
public Vector2Control startPosition { get; }
public DoubleControl startTime { get; }
public ButtonControl tap { get; }
public IntegerControl tapCount { get; }
public IntegerControl touchId { get; }
")]
// InputActionAsset and InputActionMap changed from IInputActionCollection to IInputActionCollection2 with
// the latter just being based on the former.
[Property("Exclusions", @"1.0.0
public class InputActionAsset : UnityEngine.ScriptableObject, System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.InputAction>, System.Collections.IEnumerable, UnityEngine.InputSystem.IInputActionCollection
public sealed class InputActionMap : System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.InputAction>, System.Collections.IEnumerable, System.ICloneable, System.IDisposable, UnityEngine.InputSystem.IInputActionCollection, UnityEngine.ISerializationCallbackReceiver
public class InputActionAsset : ScriptableObject, IInputActionCollection, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable
public sealed class InputActionMap : IInputActionCollection, ISerializationCallbackReceiver, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable, System.ICloneable, System.IDisposable
")]
// FindAction is now defined at the IInputActionCollection2 level and thus no longer introduced separately
// by InputActionMap and InputActionAsset.
[Property("Exclusions", @"1.0.0
public UnityEngine.InputSystem.InputAction FindAction(string actionNameOrId, bool throwIfNotFound = False);
public UnityEngine.InputSystem.InputAction FindAction(string nameOrId, bool throwIfNotFound = False);
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
public InputAction FindAction(string nameOrId, bool throwIfNotFound = false);
")]
// RemoveAllBindingOverrides(InputActionMap) is now RemoveAllBindingOverrides (IInputActionCollection2).
[Property("Exclusions", @"1.0.0
public static void RemoveAllBindingOverrides(UnityEngine.InputSystem.InputActionMap actionMap);
public static void RemoveAllBindingOverrides(this InputActionMap actionMap);
")]
// These methods have gained an extra (optional) parameter.
[Property("Exclusions", @"1.0.0
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>));
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>));
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>));
public static UnityEngine.InputSystem.InputActionSetupExtensions.BindingSyntax AddBinding(UnityEngine.InputSystem.InputActionMap actionMap, string path, string interactions = default(string), string groups = default(string), string action = default(string));
public UnityEngine.InputSystem.InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = default(string));
public static void DisableDevice(UnityEngine.InputSystem.InputDevice device);
public 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>));
public 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>));
public InputTestFixture.ActionConstraint Started(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>));
public static InputActionSetupExtensions.BindingSyntax AddBinding(this InputActionMap actionMap, string path, string interactions = default(string), string groups = default(string), string action = default(string));
public InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = default(string));
public static void DisableDevice(InputDevice device);
public InputEventBuffer(Unity.Collections.NativeArray<byte> buffer, int eventCount, int sizeInBytes = -1) {}
public void AppendEvent(UnityEngine.InputSystem.LowLevel.InputEvent* eventPtr, int capacityIncrementInBytes = 2048);
public UnityEngine.InputSystem.LowLevel.InputEvent* AllocateEvent(int sizeInBytes, int capacityIncrementInBytes = 2048);
public void AppendEvent(InputEvent* eventPtr, int capacityIncrementInBytes = 2048);
public InputEvent* AllocateEvent(int sizeInBytes, int capacityIncrementInBytes = 2048);
")]
// TrackedPose Driver changes
[Property("Exclusions", @"1.0.0
public class TrackedPoseDriver : UnityEngine.MonoBehaviour
public class TrackedPoseDriver : MonoBehaviour
")]
// These methods have been superseded and have an Obsolete warning on them.
[Property("Exclusions", @"1.0.0
public static bool TryResetDevice(UnityEngine.InputSystem.InputDevice device);
public static bool TryResetDevice(InputDevice device);
")]
// Enum value that was never functional.
[Property("Exclusions", @"1.0.0
public const UnityEngine.InputSystem.InputDeviceChange Destroyed = 8;
public const InputDeviceChange Destroyed = 8;
")]
// InputSystem.onEvent has become a property with the Action replaced by the InputEventListener type.
[Property("Exclusions", @"1.0.0
public static event System.Action<UnityEngine.InputSystem.LowLevel.InputEventPtr, UnityEngine.InputSystem.InputDevice> onEvent;
public static event System.Action<LowLevel.InputEventPtr, InputDevice> onEvent;
")]
// Mouse and Touchscreen implement internal IEventMerger interface
[Property("Exclusions", @"1.0.0
public class Touchscreen : UnityEngine.InputSystem.Pointer, UnityEngine.InputSystem.LowLevel.IInputStateCallbackReceiver
public class Touchscreen : Pointer, LowLevel.IInputStateCallbackReceiver
")]
[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.Editor", "public sealed class InputControlPathEditor : System.IDisposable", "public void OnGUI(UnityEngine.Rect rect);")]
[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.Editor", "public sealed class InputControlPathEditor : System.IDisposable", "public void OnGUI(Rect rect);")]
// InputEventTrace.Resize() has a new parameter with a default value.
[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.LowLevel", "public sealed class InputEventTrace : System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.LowLevel.InputEventPtr>, System.Collections.IEnumerable, System.IDisposable", "public bool Resize(long newBufferSize);")]
[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.LowLevel", "public sealed class InputEventTrace : System.Collections.Generic.IEnumerable<InputEventPtr>, System.Collections.IEnumerable, System.IDisposable", "public bool Resize(long newBufferSize);")]
// filterNoiseOnCurrent is Obsolete since 1.3.0
[Property("Exclusions", @"1.0.0
public bool filterNoiseOnCurrent { get; set; }
")]
// SwitchProControllerHID inherited from IInputStateCallbackReceiver and IEventPreProcessor, both are internal interfaces
[Property("Exclusions", @"1.0.0
public class SwitchProControllerHID : UnityEngine.InputSystem.Gamepad
public class SwitchProControllerHID : Gamepad
")]
// AddChangeMonitor has a new, optional groupIndex argument.
[Property("Exclusions", @"1.0.0
public static void AddChangeMonitor(UnityEngine.InputSystem.InputControl control, UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor monitor, long monitorIndex = -1);
public static void AddChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1);
")]
// DualShock4GamepadHID from IEventPreProcessor, which is an internal interface
[Property("Exclusions", @"1.0.0
public class DualShock4GamepadHID : UnityEngine.InputSystem.DualShock.DualShockGamepad
public class DualShock4GamepadHID : DualShockGamepad
")]
// InputDeviceChange.Destroyed was deprecated and not active anymore
[Property("Exclusions", @"1.0.0
Destroyed = 8,
")]
// TestFixture added some arguments over the time
[Property("Exclusions", @"1.0.0
public void BeginTouch(int touchId, Vector2 position, bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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>));
public void EndTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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>));
public InputTestFixture.ActionConstraint Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
")]
// Api scraper seems to be unstable with fields with default values, sometimes "= 0;" appears (locally) and sometimes (on CI) doesn't.
[Property("Exclusions", @"1.0.0
public int negative = 0;
public int positive = 0;
public AxisComposite.WhichSideWins whichSideWins = AxisComposite.WhichSideWins.Neither;
public int down = 0;
public int left = 0;
public int right = 0;
public int up = 0;
")]
public void API_MinorVersionsHaveNoBreakingChanges()
{
@ -460,6 +494,7 @@ class APIVerificationTests
var missingLines = lastPublicApiFiles.SelectMany(p => MissingLines(Path.GetFileName(p), currentApiFiles, lastPublicApiFiles, exclusions, scopedExclusions))
.ToList();
Debug.Log(string.Join("\n", missingLines));
Assert.That(missingLines, Is.Empty);
}
}

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@ -3852,6 +3852,9 @@ internal class UITests : CoreTestsFixture
}
[UnityTest]
#if UNITY_TVOS
[Ignore("Failing on tvOS https://jira.unity3d.com/browse/ISX-448")]
#endif
public IEnumerator UI_DisplayIndexMatchesDisplayWithTouchscreenOnOverlayCanvas()
{
// Setup the Test Scene

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@ -2,7 +2,7 @@
"dependencies": {
"com.unity.analytics": "3.3.5",
"com.unity.cinemachine": "2.3.4",
"com.unity.coding": "0.1.0-preview.20",
"com.unity.coding": "0.1.0-preview.24",
"com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.2.3",
"com.unity.probuilder": "4.2.3",

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@ -7,47 +7,46 @@ namespace UnityEngine.InputSystem
{
public double currentTime { get; set; }
public InputTestFixture() {}
public static void AssertButtonPress<TState>(UnityEngine.InputSystem.InputDevice device, TState state, params UnityEngine.InputSystem.Controls.ButtonControl[] buttons) where TState : System.ValueType, UnityEngine.InputSystem.LowLevel.IInputStateTypeInfo, new();
public void BeginTouch(int touchId, UnityEngine.Vector2 position, bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0, byte displayIndex = 0);
public void BeginTouch(int touchId, UnityEngine.Vector2 position, float pressure, bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
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>));
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;
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 void CancelTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public void Click(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void EndTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0, byte displayIndex = 0);
public void Move(UnityEngine.InputSystem.InputControl<UnityEngine.Vector2> positionControl, UnityEngine.Vector2 position, System.Nullable<UnityEngine.Vector2> delta = default(System.Nullable<UnityEngine.Vector2>), double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void MoveTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
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>));
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;
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();
public void Press(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void PressAndRelease(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void Release(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
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();
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();
public void SetKeyboardLayout(string name, UnityEngine.InputSystem.Keyboard keyboard = default(UnityEngine.InputSystem.Keyboard));
public void SetKeyInfo(UnityEngine.InputSystem.Key key, string displayName, int scanCode = 0);
public void SetTouch(int touchId, UnityEngine.InputSystem.TouchPhase phase, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = True, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public static void AssertButtonPress<TState>(InputDevice device, TState state, params Controls.ButtonControl[] buttons) where TState : struct, LowLevel.IInputStateTypeInfo, new();
public void BeginTouch(int touchId, Vector2 position, bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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>));
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;
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 void CancelTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public void Click(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void EndTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public void Move(UnityEngine.InputSystem.InputControl<Vector2> positionControl, Vector2 position, System.Nullable<Vector2> delta = default(System.Nullable<Vector2>), double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void MoveTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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>));
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;
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();
public void Press(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void PressAndRelease(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void Release(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void Set<TValue>(UnityEngine.InputSystem.InputControl<TValue> control, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
public void Set<TValue>(InputDevice device, string path, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
public void SetKeyboardLayout(string name, Keyboard keyboard = default(Keyboard));
public void SetKeyInfo(Key key, string displayName, int scanCode = 0);
public void SetTouch(int touchId, TouchPhase phase, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = true, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
[NUnit.Framework.SetUp] public virtual void Setup();
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>));
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;
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();
public InputTestFixture.ActionConstraint Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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;
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();
[NUnit.Framework.TearDown] public virtual void TearDown();
public void Trigger(UnityEngine.InputSystem.InputAction action);
public void Trigger<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : System.ValueType, new();
public void Trigger(InputAction action);
public void Trigger<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : struct, new();
public class ActionConstraint : NUnit.Framework.Constraints.Constraint
{
public UnityEngine.InputSystem.InputAction action { get; set; }
public UnityEngine.InputSystem.InputControl control { get; set; }
public InputAction action { get; set; }
public InputControl control { get; set; }
public System.Nullable<double> duration { get; set; }
public System.Type interaction { get; set; }
public UnityEngine.InputSystem.InputActionPhase phase { get; set; }
public InputActionPhase phase { get; set; }
public System.Nullable<double> time { get; set; }
public object value { get; set; }
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>)) {}
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint AndThen(UnityEngine.InputSystem.InputTestFixture.ActionConstraint constraint);
public virtual NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
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>)) {}
public InputTestFixture.ActionConstraint AndThen(InputTestFixture.ActionConstraint constraint);
public override NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
}
}
}

Различия файлов скрыты, потому что одна или несколько строк слишком длинны