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    Class SerenityAssetPingingTests

    Tests for Serenity.Global.Infrastructure.Editor.SerenityAssetPinging. UnityEditor.Selection and UnityEditor.EditorGUIUtility.PingObject(UnityEngine.Object) are editor-UI statics with no observable seam of their own, so the contract exercised here is exactly what a caller can assert on: a resolved asset ends up selected, and a missing one leaves whatever was selected before untouched.

    Inheritance
    object
    SerenityAssetPingingTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.UnityGlobal.Tests.Editor
    Assembly: Tests.Editor.dll
    Syntax
    public class SerenityAssetPingingTests

    Constructors

    SerenityAssetPingingTests()

    Declaration
    public SerenityAssetPingingTests()

    Methods

    OneTimeSetUp()

    Declaration
    public static void OneTimeSetUp()

    OneTimeTearDown()

    Declaration
    public static void OneTimeTearDown()

    PingAsset_ByObject_NonNullAsset_SelectsIt()

    Declaration
    public void PingAsset_ByObject_NonNullAsset_SelectsIt()

    PingAsset_ByObject_Null_LeavesSelectionUnchanged()

    Declaration
    public void PingAsset_ByObject_Null_LeavesSelectionUnchanged()

    PingAsset_ByPath_ExistingAsset_SelectsIt()

    Declaration
    public void PingAsset_ByPath_ExistingAsset_SelectsIt()

    PingAsset_ByPath_MissingAsset_LeavesSelectionUnchanged()

    Declaration
    public void PingAsset_ByPath_MissingAsset_LeavesSelectionUnchanged()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
    In this article
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