Class AchievementsStudioSelectionTests
EditMode tests for the Achievements Studio's selection rules: which achievement stays selected when the list is narrowed, rebuilt or emptied, and where the arrow keys go.
Inherited Members
Namespace: Serenity.UnityAchievements.Tests.Editor
Assembly: Tests.Editor.dll
Syntax
public class AchievementsStudioSelectionTests
Remarks
The reason these are worth asserting is that every one of them is invisible until it is wrong: a selection that quietly resets to the first row on every repaint, or a delete that leaves the pane pointing at an asset that is gone, both look like the window "sometimes jumping".
Constructors
AchievementsStudioSelectionTests()
Declaration
public AchievementsStudioSelectionTests()
Methods
AfterRemoving_SelectsNothingWhenTheDeletedRowWasNotListed()
Declaration
public void AfterRemoving_SelectsNothingWhenTheDeletedRowWasNotListed()
AfterRemoving_SelectsNothingWhenTheLastAchievementWasDeleted()
Declaration
public void AfterRemoving_SelectsNothingWhenTheLastAchievementWasDeleted()
AfterRemoving_StepsBackwardsWhenTheLastRowWasDeleted()
Declaration
public void AfterRemoving_StepsBackwardsWhenTheLastRowWasDeleted()
AfterRemoving_TakesTheRowThatMovesUpIntoTheDeletedOnesPlace()
Deleting several achievements in a row has to be a repeated press, not a click-then-press cycle.
Declaration
public void AfterRemoving_TakesTheRowThatMovesUpIntoTheDeletedOnesPlace()
IndexOf_FindsTheRowCarryingTheGuid()
Declaration
public void IndexOf_FindsTheRowCarryingTheGuid()
IndexOf_SaysSoWhenNoRowCarriesIt()
Declaration
public void IndexOf_SaysSoWhenNoRowCarriesIt()
MoveDown_StartsAtTheTopWhenNothingIsSelected()
Declaration
public void MoveDown_StartsAtTheTopWhenNothingIsSelected()
MoveDown_StaysOnTheLastRow()
Declaration
public void MoveDown_StaysOnTheLastRow()
MoveDown_StepsToTheNextRow()
Declaration
public void MoveDown_StepsToTheNextRow()
MoveEitherWay_SelectsNothingInAnEmptyList()
Declaration
public void MoveEitherWay_SelectsNothingInAnEmptyList()
MoveUp_StartsAtTheBottomWhenNothingIsSelected()
Declaration
public void MoveUp_StartsAtTheBottomWhenNothingIsSelected()
MoveUp_StaysOnTheFirstRow()
Declaration
public void MoveUp_StaysOnTheFirstRow()
MoveUp_StepsToThePreviousRow()
Declaration
public void MoveUp_StepsToThePreviousRow()
Resolve_FallsBackToTheFirstRowWhenTheFilterHidThePreviousSelection()
Declaration
public void Resolve_FallsBackToTheFirstRowWhenTheFilterHidThePreviousSelection()
Resolve_KeepsTheSameAchievementSelectedAcrossARebuild()
The whole point of tracking selection by GUID: a rebuilt list is still the same list.
Declaration
public void Resolve_KeepsTheSameAchievementSelectedAcrossARebuild()
Resolve_SelectsNothingWhenThereIsNothingToSelect()
Declaration
public void Resolve_SelectsNothingWhenThereIsNothingToSelect()