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    Class CutsceneCreatorTests

    EditMode tests for CutsceneCreator's Addressables registration of the created UnityCutscenePlayerSettings asset. Every test targets a fixture cutscene under a private temp folder — the real project-wide single settings asset (used by the production wizard) is never touched, so these tests stay hermetic regardless of what the project already has configured. Mirrors Serenity.GameSave.Tests.Editor.Builder.GameSaveCreatorTests. The one exception is Create_SecondCutsceneAfterAFirstOne_LandsAsASibling(): Serenity.Global.Infrastructure.Editor.SerenityDefaultAssetFolder.ResolveFor``1(System.String) scans the whole project with no folder scope, so that test asserts a precondition (exactly one non-package UnityCutscenePlayerSettings) before trusting its result, rather than being scoped to the temp folder itself.

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

    Constructors

    CutsceneCreatorTests()

    Declaration
    public CutsceneCreatorTests()

    Methods

    Create_MediaFolderMissing_CreatesTheFolderAndTheDefinition()

    Declaration
    public void Create_MediaFolderMissing_CreatesTheFolderAndTheDefinition()

    Create_NoExistingPlayerSettings_CreatesOneAndTagsItWithTheCutsceneLabel()

    Declaration
    public void Create_NoExistingPlayerSettings_CreatesOneAndTagsItWithTheCutsceneLabel()

    Create_RegisterAsAddressablesFalse_LeavesTheAddressablesSettingsUntouched()

    Declaration
    public void Create_RegisterAsAddressablesFalse_LeavesTheAddressablesSettingsUntouched()

    Create_SecondCutsceneAfterAFirstOne_LandsAsASibling()

    Regression test for the Cutscene Wizard nesting bug (audit §3.2/§3.7): a second cutscene's Media Folder must not seed from the first cutscene's own leaf ("{root}/{firstId}"). Reproduces CreateCutsceneWindow.OnEnable's reseed exactly — the same Serenity.Global.Infrastructure.Editor.SerenityDefaultAssetFolder majority scan, but by UnityCutscenePlayerSettings (the project's single, never-nested registry asset) rather than by UnityCutsceneDefinition, which nests one level deeper per cutscene and would resolve back onto the first cutscene's own folder — asserted directly below as the negative control the old (buggy) type argument would have produced. Serenity.Global.Infrastructure.Editor.SerenityDefaultAssetFolder.ResolveFor``1(System.String) scans the whole project with no folder scope, so both resolutions below are only trustworthy while the fixture just created is the ONLY non-package instance of its type; the precondition asserts stay ahead of that instead of letting a leaked fixture elsewhere flip the majority silently.

    Declaration
    public void Create_SecondCutsceneAfterAFirstOne_LandsAsASibling()

    OneTimeTearDown()

    Declaration
    public static void OneTimeTearDown()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()

    Validate_MediaFolderMissing_IsAccepted()

    Declaration
    public void Validate_MediaFolderMissing_IsAccepted()
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