Class InitializeSerenityDoneStepComposerTests
EditMode tests for Serenity.CreateGame.Infrastructure.Editor.InitializeSerenityDoneStepComposer.Build(Serenity.Global.Infrastructure.Editor.SerenityWizardPrimaryActionOutcome,System.Int32,Serenity.ProjectRecipe.Infrastructure.Editor.SetupAssistant.MinimalLoopOptions,System.String,System.String,System.Action{System.String},System.Int32) — a pure model builder over the
window's reload-safe Serenity.Global.Infrastructure.Editor.SerenityWizardPrimaryActionOutcome snapshot, no AssetDatabase
writes. Covers the headline naming the wired profile, Created/Updated path reporting exactly what the
outcome carries, and the scene-only next steps appearing exclusively when the boot scene path is
actually present in the outcome.
Inherited Members
Namespace: Serenity.CreateGame.Tests.Editor
Assembly: Serenity.CreateGame.Tests.Editor.dll
Syntax
public class InitializeSerenityDoneStepComposerTests
Constructors
InitializeSerenityDoneStepComposerTests()
Declaration
public InitializeSerenityDoneStepComposerTests()
Methods
Build_AnyOutcome_RemainingManualStepsNamesMenuManagerForTheMainAndPauseMenus()
Initialize Serenity never promises a MainMenu — Create's own scenes are the boot/gameplay pair only — and the Done step always tells the reader, every single run, that authoring the main and pause menus with Menu Manager is a remaining manual step, ahead of pressing Play. This holds regardless of whether scene generation ran, succeeded, or was turned off, so a first-day project can never end up with a "press any button" flow and nothing to land on without the reader having been told to build it first.
Declaration
public void Build_AnyOutcome_RemainingManualStepsNamesMenuManagerForTheMainAndPauseMenus()
Build_BootScenePathAbsentFromOutcome_NextStepsHaveNoOpenSceneButtons()
Declaration
public void Build_BootScenePathAbsentFromOutcome_NextStepsHaveNoOpenSceneButtons()
Build_BootScenePathInCreatedPaths_NextStepsIncludeOpenSceneButtons()
Declaration
public void Build_BootScenePathInCreatedPaths_NextStepsIncludeOpenSceneButtons()
Build_BootScenePathInUpdatedPaths_NextStepsIncludeOpenSceneButtons()
An idempotent rerun overwrites already-existing scenes in place — reported as Updated, not Created — and the Open Scene buttons must still appear: the scenes exist and are current either way.
Declaration
public void Build_BootScenePathInUpdatedPaths_NextStepsIncludeOpenSceneButtons()
Build_NullOutcome_RendersEmptyCreatedAndUpdatedListsWithoutThrowing()
Reload safety: a null outcome (the shape a fresh Serenity.Global.Infrastructure.Editor.SerenityWizardPrimaryActionOutcome never actually takes in production, since the base class always constructs one — but this composer must not throw if it ever did) still renders a coherent, empty-created/updated Done step rather than a NullReferenceException.
Declaration
public void Build_NullOutcome_RendersEmptyCreatedAndUpdatedListsWithoutThrowing()
Build_NullOutcome_StillNamesMenuManagerAsARemainingManualStep()
Declaration
public void Build_NullOutcome_StillNamesMenuManagerAsARemainingManualStep()
Build_ProfileCreated_CreatedAssetPathsIncludesTheProfile()
Declaration
public void Build_ProfileCreated_CreatedAssetPathsIncludesTheProfile()
Build_ProfileCreated_HeadlineNamesSystemCountAndProfilePath()
Declaration
public void Build_ProfileCreated_HeadlineNamesSystemCountAndProfilePath()
Build_ProfileReused_CreatedAssetPathsDoesNotIncludeIt_ButUpdatedDoes()
Declaration
public void Build_ProfileReused_CreatedAssetPathsDoesNotIncludeIt_ButUpdatedDoes()