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    Class UnityCutscenePlayerServiceFactoryTests

    Tests for UnityCutscenePlayerServiceFactory. The factory is exercised end-to-end: each overload creates a real UnityCutscenePlayerService MonoBehaviour on a fresh GameObject (via AddComponent) and the assertions confirm the service contract is produced and definitions are wired through. The no-definition/unsupported paths only emit warnings (not errors) via the injected FakeLogService, so no LogAssert is needed. Every created service GameObject is destroyed in teardown. Playback (PlayAsync / timelines) is out of scope here — that lives in the service itself and requires live Playables.

    Inheritance
    object
    UnityCutscenePlayerServiceFactoryTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.UnityCutscenePlayer.Tests.Infrastructure
    Assembly: Tests.dll
    Syntax
    public class UnityCutscenePlayerServiceFactoryTests

    Constructors

    UnityCutscenePlayerServiceFactoryTests()

    Declaration
    public UnityCutscenePlayerServiceFactoryTests()

    Methods

    CreateService_EmptyServiceName_UsesDefaultName()

    Declaration
    public void CreateService_EmptyServiceName_UsesDefaultName()

    CreateService_FromDefinitionArray_ReturnsService()

    Declaration
    public void CreateService_FromDefinitionArray_ReturnsService()

    CreateService_FromEmptyDefinitionArray_StillReturnsService()

    Declaration
    public void CreateService_FromEmptyDefinitionArray_StillReturnsService()

    CreateService_FromNullSingleDefinition_StillReturnsService()

    Declaration
    public void CreateService_FromNullSingleDefinition_StillReturnsService()

    CreateService_FromSettings_ReturnsServiceOnNamedGameObject()

    Declaration
    public void CreateService_FromSettings_ReturnsServiceOnNamedGameObject()

    CreateService_FromSingleDefinition_ReturnsService()

    Declaration
    public void CreateService_FromSingleDefinition_ReturnsService()

    CreateService_NullSettings_StillReturnsService()

    Declaration
    public void CreateService_NullSettings_StillReturnsService()

    ISequencePlayerServiceFactory_CreateFromNonCutsceneDefinition_ReturnsBaseService()

    Declaration
    public void ISequencePlayerServiceFactory_CreateFromNonCutsceneDefinition_ReturnsBaseService()

    ISequencePlayerServiceFactory_CreateFromSequenceDefinitions_ReturnsService()

    Declaration
    public void ISequencePlayerServiceFactory_CreateFromSequenceDefinitions_ReturnsService()

    Implements_ICutscenePlayerServiceFactory()

    Declaration
    public void Implements_ICutscenePlayerServiceFactory()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
    In this article
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