Class UnitySequencePlayerServiceTests
Tests for 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.
Inherited Members
Namespace: Serenity.UnitySequencePlayer.Tests.Infrastructure
Assembly: Tests.dll
Syntax
public class UnitySequencePlayerServiceTests
Constructors
UnitySequencePlayerServiceTests()
Declaration
public UnitySequencePlayerServiceTests()
Methods
IdAndGuid_RoundTrip()
Declaration
public void IdAndGuid_RoundTrip()
Implements_ISequencePlayerService()
Declaration
public void Implements_ISequencePlayerService()
Initialize_AssignsLogService()
Declaration
public void Initialize_AssignsLogService()
PlayAsync_AdaptedDefinitionByGuid_RunsToCompletion()
Declaration
public void PlayAsync_AdaptedDefinitionByGuid_RunsToCompletion()
PlayAsync_DefinitionInstance_RunsToCompletion()
Declaration
public void PlayAsync_DefinitionInstance_RunsToCompletion()
PlayAsync_EmptyKey_CompletesWithoutThrowing()
Declaration
public void PlayAsync_EmptyKey_CompletesWithoutThrowing()
PlayAsync_KnownDefinitionById_RunsToCompletion()
Declaration
public void PlayAsync_KnownDefinitionById_RunsToCompletion()
PlayAsync_NullDefinition_ReturnsCompletedTask()
Declaration
public void PlayAsync_NullDefinition_ReturnsCompletedTask()
PlayAsync_UnknownKey_CompletesWithoutThrowing()
Declaration
public void PlayAsync_UnknownKey_CompletesWithoutThrowing()
SetUp()
Declaration
public void SetUp()
TearDown()
Declaration
public void TearDown()