using System.Collections;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.XR.MagicLeap;
namespace UnitySDKPlayTests
{
public class MLPowerManagerTests
{
MLResult result;
#region Test Parameters
private static readonly IEnumerable PowerStatesToTest = new[]
{
MLPowerManager.PowerState.Normal,
MLPowerManager.PowerState.Standby,
};
#endregion
[Test]
public void MLPowerManager_SetPowerState(
[ValueSource(nameof(PowerStatesToTest))] MLPowerManager.PowerState state)
{
result = MLResult.Create(MLPowerManager.SetPowerState(new MLPowerManager.Settings { State = state }));
Assert.IsTrue(result.IsOk, string.Format("SetPowerState failed: {0} on state {1}", result.ToString(), state.ToString()));
}
[Test]
public void MLPowerManager_GetComponentProperties()
{
result = MLResult.Create(MLPowerManager.GetComponentProperties(out _));
Assert.IsTrue(result.IsOk, string.Format("GetComponentProperties failed: {0}", result.ToString()));
}
[Test]
public void MLPowerManager_GetAvailblePowerStates()
{
result = MLResult.Create(MLPowerManager.GetAvailablePowerStates(out _));
Assert.IsTrue(result.IsOk, string.Format("GetAvailablePowerStates failed: {0}", result.ToString()));
}
[Test]
public void MLPowerManager_GetPowerState()
{
result = MLResult.Create(MLPowerManager.GetPowerState(out _));
Assert.IsTrue(result.IsOk, string.Format("GetPowerState failed: {0}", result.ToString()));
}
[Test]
public void MLPowerManager_GetAvailableProperties()
{
result = MLResult.Create(MLPowerManager.GetAvailableProperties(out _));
Assert.IsTrue(result.IsOk, string.Format("GetAvailableProperties failed: {0}", result.ToString()));
}
}
}