Class ProceduralAnimatorSimulatorTests
EditMode tests for ProceduralAnimatorSimulator: the Bind/Unbind lifecycle, the rig guard
that keeps a preview from ever writing onto the source prefab asset's own rig, state-key seeding and
writes landing on the instance's StateBusComponent, and that advancing simulated time
actually ticks the pipeline. Every fixture is built by the shared
Serenity.AnimationHub.Tests.Editor.ProceduralAnimatorTestFixtures.BuildOscillatingModel(System.Collections.Generic.List{UnityEngine.Object},UnityEngine.Transform@,Serenity.ProceduralAnimator.Infrastructure.Components.ProceduralAnimatorComponent@,Serenity.ProceduralAnimator.Infrastructure.Settings.UnityStateKey@,System.Boolean,System.Boolean,System.Boolean,System.Boolean) and passed straight into
Bind(GameObject) as the "prefab asset" — the underlying preview session
only ever calls UnityEngine.Object.Instantiate(UnityEngine.Object) on it, which works identically for a plain scene
object and a real persisted prefab, so no asset needs to be written to disk, mirroring
ProceduralAnimatorTickTests' and ProceduralStateKeyCollectorTests' scene/in-memory-only
fixtures.
Inherited Members
Namespace: Serenity.AnimationHub.Tests.Editor
Assembly: Tests.Editor.dll
Syntax
public class ProceduralAnimatorSimulatorTests
Constructors
ProceduralAnimatorSimulatorTests()
Declaration
public ProceduralAnimatorSimulatorTests()
Methods
AdvancePulses_PastPulseDuration_ReturnsKeyToMinimumAndClearsActivePulse()
Declaration
public void AdvancePulses_PastPulseDuration_ReturnsKeyToMinimumAndClearsActivePulse()
Bind_FullyWiredModel_BindsAndPopulatesStateKeysSeededAtMinimum()
Declaration
public void Bind_FullyWiredModel_BindsAndPopulatesStateKeysSeededAtMinimum()
Bind_ModelHasNoStateBus_FailsWithStateBusStatus()
Declaration
public void Bind_ModelHasNoStateBus_FailsWithStateBusStatus()
Bind_RigDefinitionFieldUnset_ResolvesToInstanceOwnRigDefinition()
Declaration
public void Bind_RigDefinitionFieldUnset_ResolvesToInstanceOwnRigDefinition()
Dispose_CalledTwiceThenBoundAgain_RebindsSuccessfully()
Declaration
public void Dispose_CalledTwiceThenBoundAgain_RebindsSuccessfully()
SetStateValue_WhileBound_WritesThroughToInstanceStateBus()
Declaration
public void SetStateValue_WhileBound_WritesThroughToInstanceStateBus()
SetStateValue_WhilePulseActiveOnSameKey_CancelsThePulse()
Declaration
public void SetStateValue_WhilePulseActiveOnSameKey_CancelsThePulse()
SetUp()
Declaration
public void SetUp()
StartPulseAndPlay_BoundWithPausedClock_BecomesPlayingAndHasActivePulse()
Declaration
public void StartPulseAndPlay_BoundWithPausedClock_BecomesPlayingAndHasActivePulse()
StartPulseAndPlay_KeyNotAmongStateKeys_IsNoOp()
Declaration
public void StartPulseAndPlay_KeyNotAmongStateKeys_IsNoOp()
StepOnce_CalledTwiceWhileBound_AdvancesBoneRotation()
Declaration
public void StepOnce_CalledTwiceWhileBound_AdvancesBoneRotation()
TearDown()
Declaration
public void TearDown()