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    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.

    Inheritance
    object
    InitializeSerenityDoneStepComposerTests
    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 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()
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