I’m trying to write some unit tests in gdUnit and I’d like to emulate user input, which I handle on my character using unhandled input function. I’ve tried using Input but this I presume isn’t treated as an unhandled input under the hood. Is there a way to generate unhandled input without user input?
I think this is probably my bad layout - as I have Input.get_vector() under my unhandled input which strikes me as maybe not a correct approach. Open to suggestions
var pause_event = InputEventAction.new()
pause_event.action = "pause"
pause_event.pressed = true
I use these lines of code to emulate the “pause” action being pressed when the player disconnects a controller. The game checks whether the player presses the “pause” action in the
_unhandled_input(event) function. I believe this should work for you as well.
First, create a new action event with
InputEventAction.new() and assign it to a temporary variable; something like
var emulated_action = InputEventAction.new(). Next, set this action’s
action property to the corresponding action as String and the
pressed property to true. Finally, parse the event by calling
Is this what you are looking for?
That looks right I’ll have to try it out but I presume it’ll solve it thank you!
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