Namespace Serenity.UnitySequencePlayer.Tests.Infrastructure
Classes
UnitySequenceDefinitionTests
Tests for the Serenity.SequencePlayer.Infrastructure.Settings.UnitySequenceDefinition ScriptableObject. Created with UnityEngine.ScriptableObject.CreateInstance``1; covers the public Stages list, the Serenity.Global.Domain.Interfaces.IFoundationSettings Id/Guid accessors and the explicit Serenity.SequencePlayer.Application.Interfaces.ISequenceDefinition.Stages projection.
UnitySequencePlayerServiceTests
Tests for Serenity.SequencePlayer.Infrastructure.Services.UnitySequencePlayerService, the minimal MonoBehaviour
orchestration engine. The service is driven through AddComponent with a
no-op FakeLogService. The default ExecuteStageAsync is a no-op
that completes synchronously, so the PlayAsync resolution paths can be awaited
in-line without yielding to Unity's frame loop. Error paths (empty key / unknown key
/ null definition) only emit log writes onto the fake logger — no LogAssert
needed. The created GameObject is destroyed in teardown.
UnitySequencePlayerSettingsTests
Tests for the Serenity.SequencePlayer.Infrastructure.Settings.UnitySequencePlayerSettings ScriptableObject. The
definitions array is a private [SerializeField] with no public setter and
holds ScriptableObject references (not JsonUtility-round-trippable), so coverage
focuses on the default (unassigned) state of the public Definitions getter and
the explicit Serenity.SequencePlayer.Application.Interfaces.ISequencePlayerSettings.DefinitionIds projection, plus the
Serenity.Global.Domain.Interfaces.IFoundationSettings Id/Guid accessors. Created with
UnityEngine.ScriptableObject.CreateInstance``1.
UnitySequenceStageTests
Tests for Serenity.SequencePlayer.Infrastructure.Entities.UnitySequenceStage, the minimal serializable orchestration
stage. Its data is exposed through read-only properties backed by private
[SerializeField] fields, so populated cases use
UnityEngine.JsonUtility.FromJson``1(System.String) (the real Unity serialization path).