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    Class CreateHudWindowStepErrorGateTests

    Covers the Elements step's own blocking error: an element with no id (HudDefinitionScanner's ScanElementIdentity reports it as an Error) must be caught by Serenity.GameUi.Infrastructure.Editor.Builder.CreateHudWindow.StepErrorForTests(System.Int32) on the Elements step itself, not only after walking to Summary — the fix that gave the Elements step its own blocking error alongside Summary's.

    Inheritance
    object
    CreateHudWindowStepErrorGateTests
    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 CreateHudWindowStepErrorGateTests
    Remarks

    Every fixture element uses a UnityHudLabelRepresentation with its caption set — one of the three representations (SPRITE, LABEL, FLEXBOX) HudRepresentationRules.RequiresValueBinding exempts, so a fresh element needs no authored value binding (a real one requires a resolvable member path — real integration setup, not a one-line fixture) to otherwise read as clean. The HUD's own Id is also set on every fixture, so the "HUD has no id" asset-level finding never gets counted alongside the element-level one under test.

    Constructors

    CreateHudWindowStepErrorGateTests()

    Declaration
    public CreateHudWindowStepErrorGateTests()

    Methods

    StepErrorForTests_OnElementsStepAfterGivingTheElementAnId_ReportsNoError()

    Declaration
    public void StepErrorForTests_OnElementsStepAfterGivingTheElementAnId_ReportsNoError()

    StepErrorForTests_OnElementsStepWithAnIdlessElement_ReportsItWithoutReachingSummary()

    Declaration
    public void StepErrorForTests_OnElementsStepWithAnIdlessElement_ReportsItWithoutReachingSummary()

    TearDown()

    Declaration
    public void TearDown()
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