Namespace Serenity.SequencePlayer.Tests.Editor.Builder
Classes
CreateSequencePlayerWindowStepErrorGateTests
Proves Serenity.SequencePlayer.Infrastructure.Editor.Builder.CreateSequencePlayerWindow.StepErrorForTests(System.Int32), Serenity.SequencePlayer.Infrastructure.Editor.Builder.CreateSequencePlayerWindow.SetSettingsIdForTests(System.String),
Serenity.SequencePlayer.Infrastructure.Editor.Builder.CreateSequencePlayerWindow.SetOutputFolderPathForTests(System.String) and
Serenity.SequencePlayer.Infrastructure.Editor.Builder.CreateSequencePlayerWindow.SequencesStepIndexForTests are actually exercised: the
Sequences step's own blocking error (a blank Settings Id, which Validate(Input)
requires; or an emptied required Output Folder, which Validate(Input) alone
never catches since BuildInput substitutes a default for an empty field) must be reported on the
Sequences step itself, and go quiet again once the field is valid again — through each setter's own
recompute, the same one the Sequences step's own change-check performs on an edit.
SequenceDefinitionRowSeedTests
EditMode tests for FromSettings(UnitySequencePlayerSettings, Action<string>). A
UnitySequenceStage's Id/Kind have no public setter, so the two-definitions and null-reference
fixtures go through Create(Input) under a private temp folder, matching
SequencePlayerCreatorTests's own
hermetic-scan convention.
SequencePlayerCreatorTests
EditMode tests for SequencePlayerCreator. Every test targets fixture paths under a private
temp folder — the real project's own SequencePlayer assets, if any, are never touched — and every test
passes an explicit DuplicateIdSearchFolder pinned to
Serenity.SequencePlayer.Tests.Editor.Builder.SequencePlayerCreatorTests.TempFolder so every project-wide scan is hermetic by construction. Scene placement
(CreateSequencePlayerWindow.PlaceServiceInOpenScene) is intentionally NOT covered here: it mutates
editor-scene state (creates a GameObject in whatever scene happens to be open), which is exactly the kind
of side effect these hermetic, fixture-scoped tests are built to avoid touching.