logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class ProceduralActionSchedulerTests

    PlayMode tests for ProceduralActionScheduler: starting, cooldown gating, retrigger, per-frame ticking, retirement of finished actions, and stopping everything at once.

    Inheritance
    object
    ProceduralActionSchedulerTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.UnityProceduralAnimator.Tests.Infrastructure
    Assembly: Tests.dll
    Syntax
    public class ProceduralActionSchedulerTests

    Constructors

    ProceduralActionSchedulerTests()

    Declaration
    public ProceduralActionSchedulerTests()

    Methods

    Seed_NullConfiguration_LeavesNothingRunnable()

    Declaration
    public void Seed_NullConfiguration_LeavesNothingRunnable()

    Seed_ReplacingTheConfiguration_DropsTheRunningActions()

    Declaration
    public void Seed_ReplacingTheConfiguration_DropsTheRunningActions()

    SetUp()

    Declaration
    public void SetUp()

    StopAll_StopsEveryRunningActionAndRetiresThem()

    Declaration
    public void StopAll_StopsEveryRunningActionAndRetiresThem()

    TearDown()

    Declaration
    public void TearDown()

    Tick_FinishedAction_IsStoppedAndRetired()

    Declaration
    public void Tick_FinishedAction_IsStoppedAndRetired()

    Tick_NothingRunning_DoesNotTickAnything()

    Declaration
    public void Tick_NothingRunning_DoesNotTickAnything()

    Tick_RunningAction_IsTickedAndKeepsItsElapsedTime()

    Declaration
    public void Tick_RunningAction_IsTickedAndKeepsItsElapsedTime()

    TryStart_ActionThatRefusesToStart_DoesNotStart()

    Declaration
    public void TryStart_ActionThatRefusesToStart_DoesNotStart()

    TryStart_ActionThatWasNeverSeeded_IsIgnored()

    Declaration
    public void TryStart_ActionThatWasNeverSeeded_IsIgnored()

    TryStart_AfterTheCooldownWindow_StartsAgain()

    Declaration
    public void TryStart_AfterTheCooldownWindow_StartsAgain()

    TryStart_AlreadyRunningWithRetrigger_StopsAndRestarts()

    Declaration
    public void TryStart_AlreadyRunningWithRetrigger_StopsAndRestarts()

    TryStart_AlreadyRunningWithoutRetrigger_LeavesTheCurrentRunAlone()

    Declaration
    public void TryStart_AlreadyRunningWithoutRetrigger_LeavesTheCurrentRunAlone()

    TryStart_FirstEverStartBeforeTheClockPassesTheCooldown_IsRefused()

    Pins a long-standing quirk of the cooldown gate rather than a designed behaviour: a never-started action's runtime state carries LastActivationTime = 0, so the gate treats it as having fired at time zero and refuses the very first start until the clock passes the cooldown. Play never notices — Time.time is far past any cooldown by the time a rule fires — but a test driving its own clock does.

    Declaration
    public void TryStart_FirstEverStartBeforeTheClockPassesTheCooldown_IsRefused()

    TryStart_NullAction_IsIgnored()

    Declaration
    public void TryStart_NullAction_IsIgnored()

    TryStart_SeededAction_Starts()

    Declaration
    public void TryStart_SeededAction_Starts()

    TryStart_WithinTheCooldownWindow_DoesNotStartAgain()

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