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    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).

    Inheritance
    object
    HudElementAnimationListGuiTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    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()
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