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    Class ProceduralAnimatorTickTests

    EditMode regression lock for the editor-time seams Tick(float, float) and EnsureInitialized() add so an in-hub simulator can drive the procedural pipeline without entering Play mode. Every fixture is an in-memory GameObject hierarchy plus in-memory ScriptableObject instances (built by the shared Serenity.AnimationHub.Tests.Editor.ProceduralAnimatorTestFixtures), mirroring ProceduralInventoryScanTests' scene-only fixtures — the rig applier, rule evaluation and layer evaluation under test only need live object references, never a persisted asset.

    Inheritance
    object
    ProceduralAnimatorTickTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.AnimationHub.Tests.Editor
    Assembly: Tests.Editor.dll
    Syntax
    public class ProceduralAnimatorTickTests

    Constructors

    ProceduralAnimatorTickTests()

    Declaration
    public ProceduralAnimatorTickTests()

    Methods

    EnsureInitialized_CalledAgainAfterATick_DoesNotDoubleApplyTheBasePose()

    Declaration
    public void EnsureInitialized_CalledAgainAfterATick_DoesNotDoubleApplyTheBasePose()

    TearDown()

    Declaration
    public void TearDown()

    Tick_InjectedTimeAdvances_BoneTransformChanges()

    Declaration
    public void Tick_InjectedTimeAdvances_BoneTransformChanges()

    Tick_SameInjectedTimeTwice_ProducesIdenticalPose()

    Declaration
    public void Tick_SameInjectedTimeTwice_ProducesIdenticalPose()
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