logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class ProceduralStateKeyCollectorTests

    EditMode tests for ProceduralStateKeyCollector. Every fixture asset is an in-memory UnityEngine.ScriptableObject.CreateInstance``1 instance (via the shared Serenity.AnimationHub.Tests.Editor.ProceduralAnimatorTestFixtures), never written to disk — SerializedObject iteration only needs a live object, not a persisted asset, the same in-memory fixture shape AnimationClipPreviewSamplingTests uses for its UnityEngine.AnimationClip fixtures.

    Inheritance
    object
    ProceduralStateKeyCollectorTests
    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 ProceduralStateKeyCollectorTests

    Constructors

    ProceduralStateKeyCollectorTests()

    Declaration
    public ProceduralStateKeyCollectorTests()

    Methods

    Collect_KeyWithDegenerateRange_FallsBackToZeroOneRange()

    Declaration
    public void Collect_KeyWithDegenerateRange_FallsBackToZeroOneRange()

    Collect_KeyWithValidRange_PreservesRangeHint()

    Declaration
    public void Collect_KeyWithValidRange_PreservesRangeHint()

    Collect_NullProfile_ReturnsEmpty()

    Declaration
    public void Collect_NullProfile_ReturnsEmpty()

    Collect_RulesLayersAndWeightProviders_DedupesSharedKeyAndSortsByName()

    Declaration
    public void Collect_RulesLayersAndWeightProviders_DedupesSharedKeyAndSortsByName()

    TearDown()

    Declaration
    public void TearDown()
    In this article
    © 2026 Serenity. All Rights Reserved