Class HudElementAnimationListGuiTests
EditMode tests for Serenity.GameUi.Infrastructure.Editor.Builder.HudElementAnimationListGui.CreateAndAssignLayer(UnityEditor.SerializedObject,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,System.String,Serenity.GameUi.Infrastructure.Editor.Builder.HudAnimationTemplateRegistry.Template) and Serenity.GameUi.Infrastructure.Editor.Builder.HudElementAnimationListGui.DeferredTargetIsStale(UnityEditor.SerializedProperty,System.Int32,UnityEditor.SerializedProperty,System.Int32).
Inherited Members
Namespace: Serenity.GameUi.Tests.Editor.Builder
Assembly: Serenity.GameUi.Tests.Editor.dll
Syntax
public class HudElementAnimationListGuiTests
Remarks
Serenity.GameUi.Infrastructure.Editor.Builder.HudElementAnimationListGui.CreateAndAssignLayer(UnityEditor.SerializedObject,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,System.String,Serenity.GameUi.Infrastructure.Editor.Builder.HudAnimationTemplateRegistry.Template) reads AssetDatabase.GetAssetPath off
the owning HUD, and its templates write a real layer asset to disk (HudAnimationLayerScaffold) —
so, unlike HudElementThresholdDefaultsTests' purely in-memory UnityHudDefinition
fixture, the fixture HUD here must itself be a saved asset, under a private temp folder deleted whole in
TearDown(): the same folder-scoped create/delete shape
Serenity.GameSave.Tests.Editor.Builder.GameSaveCreatorTests uses to keep a Creator's disk writes
away from the real project. Serenity.GameUi.Infrastructure.Editor.Builder.HudElementAnimationListGui.DeferredTargetIsStale(UnityEditor.SerializedProperty,System.Int32,UnityEditor.SerializedProperty,System.Int32) itself touches
no asset I/O, so its own tests reuse the same fixture without exercising
Serenity.GameUi.Infrastructure.Editor.Builder.HudElementAnimationListGui.CreateAndAssignLayer(UnityEditor.SerializedObject,UnityEditor.SerializedProperty,UnityEditor.SerializedProperty,System.String,Serenity.GameUi.Infrastructure.Editor.Builder.HudAnimationTemplateRegistry.Template).
Constructors
HudElementAnimationListGuiTests()
Declaration
public HudElementAnimationListGuiTests()
Methods
CreateAndAssignLayer_ActivationSequenceTemplate_CreatesLayerAssetAndSetsPlaysWhileHiddenTrue()
Declaration
public void CreateAndAssignLayer_ActivationSequenceTemplate_CreatesLayerAssetAndSetsPlaysWhileHiddenTrue()
CreateAndAssignLayer_EntryAlreadyHasALayer_ReplacesReferenceWithoutDeletingThePreviousAsset()
Declaration
public void CreateAndAssignLayer_EntryAlreadyHasALayer_ReplacesReferenceWithoutDeletingThePreviousAsset()
CreateAndAssignLayer_ScaleSequenceTemplate_CreatesLayerAssetAndLeavesPlaysWhileHiddenFalse()
Declaration
public void CreateAndAssignLayer_ScaleSequenceTemplate_CreatesLayerAssetAndLeavesPlaysWhileHiddenFalse()
DeferredTargetIsStale_ArrayCountChangedSinceCapture_ReturnsTrue()
Declaration
public void DeferredTargetIsStale_ArrayCountChangedSinceCapture_ReturnsTrue()
DeferredTargetIsStale_LayerInstanceIdChangedSinceCapture_ReturnsTrue()
Declaration
public void DeferredTargetIsStale_LayerInstanceIdChangedSinceCapture_ReturnsTrue()
DeferredTargetIsStale_NothingChangedSinceCapture_ReturnsFalse()
Declaration
public void DeferredTargetIsStale_NothingChangedSinceCapture_ReturnsFalse()
SetUp()
Declaration
public void SetUp()
TearDown()
Declaration
public void TearDown()