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    Class CreateSoundMixerSettingsWindowParameterSeedingTests

    The Parameters step seeds its exposed-parameter table from the settings asset it updates. Another wizard can append a row for a mixer parameter a shipped row already binds — the project's own game setting beside the shipped one — and the table then showed both rows as red duplicates the author had to delete by hand. Seeding keeps one row per mixer parameter: the project-owned row wins and the shipped duplicate is dropped from the draft. Duplicates ownership cannot decide stay visible as a notice with an in-window merge. Every fixture copies the REAL shipped settings and game-setting assets under a private temp root.

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

    Constructors

    CreateSoundMixerSettingsWindowParameterSeedingTests()

    Declaration
    public CreateSoundMixerSettingsWindowParameterSeedingTests()

    Methods

    Adopting_AShippedAndAProjectOwnedRowForOneParameter_KeepsOnlyTheProjectOwnedRow()

    Declaration
    public void Adopting_AShippedAndAProjectOwnedRowForOneParameter_KeepsOnlyTheProjectOwnedRow()

    Adopting_TwoProjectOwnedRowsForOneParameter_ShowsAMergeNoticeAndTheMergeLeavesOneRow()

    Declaration
    public void Adopting_TwoProjectOwnedRowsForOneParameter_ShowsAMergeNoticeAndTheMergeLeavesOneRow()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
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