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    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
    object
    GameplayModuleWiringTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.CreateGame.Tests.Editor
    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
    Type Description
    IEnumerable<string>

    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
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
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