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Fixing some domain reload tests failing in playmode
List of tests: 1. Editor_DomainReload_InputSystemInitializationCausesDevicesToBeRecreated 2. Editor_DomainReload_PreservesEnabledState 3. Editor_DomainReload_PreservesUsagesOnDevices 4. Editor_DomainReload_RetainsUnsupportedDevices
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Lines changed: 4 additions & 2 deletions

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Packages/com.unity.inputsystem/Tests/TestFixture/InputTestFixture.cs

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -663,7 +663,7 @@ public void EndTouch(int touchId, Vector2 position, float pressure, Vector2 delt
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public void CancelTouch(int touchId, Vector2 position, Vector2 delta = default, bool queueEventOnly = false,
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Touchscreen screen = null, double time = -1, double timeOffset = 0)
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{
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SetTouch(touchId, TouchPhase.Canceled, position, delta, queueEventOnly: queueEventOnly, screen: screen, time: time, timeOffset: timeOffset);
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SetTouch(touchId, TouchPhase.Canceled, position, 1, delta, queueEventOnly: queueEventOnly, screen: screen, time: time, timeOffset: timeOffset);
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}
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public void CancelTouch(int touchId, Vector2 position, float pressure, Vector2 delta = default, bool queueEventOnly = false,
@@ -1005,7 +1005,9 @@ internal void SimulateDomainReload()
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// have no proper way of simulating domain reloads ATM. So we directly call various
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// internal methods here in a sequence similar to what we'd get during a domain reload.
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InputSystemEditorInitializer.s_SystemObject.OnBeforeSerialize();
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// Some editor test runs may not have created the system object yet.
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// Guard against it so domain reload simulation doesn't NRE (NullReferenceException).
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InputSystemEditorInitializer.s_SystemObject?.OnBeforeSerialize();
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InputSystemEditorInitializer.s_SystemObject = null;
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// InputSystem.InitializeInEditor(runtime);
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}

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