Class GameplayModuleWiringTests
The gameplay modules ticked in Initialize Serenity, followed from the plan to the project's own
initialization pipeline profile: Create seeds them in canonical order, Reuse inserts them once behind their
anchors, and a shipped task asset or profile is referenced and never written. Everything a run makes lands
under Serenity.CreateGame.Tests.Editor.GameplayModuleWiringTests.ScratchFolder, which the user-content scan is pinned to, so the real project is untouched.
Inheritance
GameplayModuleWiringTests
Assembly: Serenity.CreateGame.Tests.Editor.dll
Syntax
public class GameplayModuleWiringTests
Constructors
GameplayModuleWiringTests()
Declaration
public GameplayModuleWiringTests()
Properties
GameplayModuleInstallMethodNames
Declaration
public static IEnumerable<string> GameplayModuleInstallMethodNames { get; }
Property Value
Methods
CreateInstallTaskAsset_ForAGameplayModuleWhoseShippedAssetIsMissing_ProducesADegradableTask(string)
Declaration
public void CreateInstallTaskAsset_ForAGameplayModuleWhoseShippedAssetIsMissing_ProducesADegradableTask(string installMethodName)
Parameters
| Type |
Name |
Description |
| string |
installMethodName |
|
OneTimeTearDown()
Declaration
public static void OneTimeTearDown()
Preview_GameplayModulesAddedToTheSelection_PlansTheSameAsWithoutThem()
Declaration
public void Preview_GameplayModulesAddedToTheSelection_PlansTheSameAsWithoutThem()
Preview_ModulesWiredThenLeftOutOfTheSelection_KeepsTheirTasksAndDropsNone()
Declaration
public void Preview_ModulesWiredThenLeftOutOfTheSelection_KeepsTheirTasksAndDropsNone()
Run_CreateStateCharacterWaveAndStageSelected_InsertsThemAfterGameModeInCanonicalOrder()
Declaration
public void Run_CreateStateCharacterWaveAndStageSelected_InsertsThemAfterGameModeInCanonicalOrder()
Run_CreateStateGameplayModulesSelected_CountsEachPlannedModuleOnce()
Declaration
public void Run_CreateStateGameplayModulesSelected_CountsEachPlannedModuleOnce()
Run_GameplayModulesWiredThroughCreateAndReuse_LeavesShippedTasksAndProfilesByteUnchanged()
Declaration
public void Run_GameplayModulesWiredThroughCreateAndReuse_LeavesShippedTasksAndProfilesByteUnchanged()
Run_ReuseStateModulesWiredBehindGameMode_InsertsThemAfterItCharacterBeforeWaveAndASecondRunAddsNothing()
Declaration
public void Run_ReuseStateModulesWiredBehindGameMode_InsertsThemAfterItCharacterBeforeWaveAndASecondRunAddsNothing()
Run_ReuseStateModulesWiredFromTheirShippedTasks_CreatedAssetPathsStaysEmpty()
Declaration
public void Run_ReuseStateModulesWiredFromTheirShippedTasks_CreatedAssetPathsStaysEmpty()
Run_ReuseStateWithTheAnchorsAbsent_AppendsTheModuleWithoutThrowing()
Declaration
public void Run_ReuseStateWithTheAnchorsAbsent_AppendsTheModuleWithoutThrowing()
SetUp()
Declaration
TearDown()
Declaration