Class InitializeSerenitySystemsStepTests
EditMode tests for Serenity.CreateGame.Infrastructure.Editor.Steps.InitializeSerenitySystemsStep's default selection.
Inherited Members
Namespace: Serenity.CreateGame.Tests.Editor
Assembly: Serenity.CreateGame.Tests.Editor.dll
Syntax
public class InitializeSerenitySystemsStepTests
Constructors
InitializeSerenitySystemsStepTests()
Declaration
public InitializeSerenitySystemsStepTests()
Methods
ApplyDefaultSelection_LeavesEveryGameplayRowUnticked()
Declaration
public void ApplyDefaultSelection_LeavesEveryGameplayRowUnticked()
ApplyDefaultSelection_SelectsEveryFoundationSystem()
Declaration
public void ApplyDefaultSelection_SelectsEveryFoundationSystem()
ApplyDefaultSelection_SelectsTheTransitiveDependencyClosure()
Declaration
public void ApplyDefaultSelection_SelectsTheTransitiveDependencyClosure()
ApplyWiredSelection_GameplayModuleWiredInAProfile_IsPreTickedAlone()
Declaration
public void ApplyWiredSelection_GameplayModuleWiredInAProfile_IsPreTickedAlone()
ApplyWiredSelection_PureOverload_NeverDeselectsAnExistingChoice()
Declaration
public void ApplyWiredSelection_PureOverload_NeverDeselectsAnExistingChoice()
ApplyWiredSelection_PureOverload_SelectsOnlyWiredSystems()
Declaration
public void ApplyWiredSelection_PureOverload_SelectsOnlyWiredSystems()
ApplyWiredSelection_UntickedGameplayModule_StaysUntickedUntilTheWiringIsAppliedAgain()
Declaration
public void ApplyWiredSelection_UntickedGameplayModule_StaysUntickedUntilTheWiringIsAppliedAgain()
BuildSections_GameplayModuleRows_CloseOverTheGameplayModules()
Declaration
public void BuildSections_GameplayModuleRows_CloseOverTheGameplayModules()
BuildSections_GameplayModulesSection_FollowsTheGameplayTierAndCarriesTheBlurb()
Declaration
public void BuildSections_GameplayModulesSection_FollowsTheGameplayTierAndCarriesTheBlurb()
BuildSections_GameplayModulesSection_IsLastWhenTheGameplayTierIsAbsent()
Declaration
public void BuildSections_GameplayModulesSection_IsLastWhenTheGameplayTierIsAbsent()
BuildSections_OnAFreshProject_ListsEveryGameplayModuleUntickedInCanonicalOrder()
Declaration
public void BuildSections_OnAFreshProject_ListsEveryGameplayModuleUntickedInCanonicalOrder()
BuildSections_WithoutGameplayModules_AddsNoGameplayModulesSection()
Declaration
public void BuildSections_WithoutGameplayModules_AddsNoGameplayModulesSection()
GameplayModuleRow_TickingWave_TicksAndLocksCharacterWithTheRequiredByTooltip()
Declaration
public void GameplayModuleRow_TickingWave_TicksAndLocksCharacterWithTheRequiredByTooltip()
GameplayModuleRow_UntickingWave_UnlocksCharacterAndKeepsItTicked()
Declaration
public void GameplayModuleRow_UntickingWave_UnlocksCharacterAndKeepsItTicked()
SelectAllSystems_ThenClear_TicksThenUnticksEveryGameplayRow()
Declaration
public void SelectAllSystems_ThenClear_TicksThenUnticksEveryGameplayRow()
SetUp()
Declaration
public void SetUp()
ShouldShowWiringNote_NotWired_ReturnsFalseRegardlessOfAmbiguity()
Declaration
public void ShouldShowWiringNote_NotWired_ReturnsFalseRegardlessOfAmbiguity()
ShouldShowWiringNote_WiredAndExactlyOneProjectOwnedProfile_ReturnsTrue()
Declaration
public void ShouldShowWiringNote_WiredAndExactlyOneProjectOwnedProfile_ReturnsTrue()
ShouldShowWiringNote_WiredButProfilesAreAmbiguous_ReturnsFalse()
The Systems step runs before the reader has picked which of several project-owned profiles Create will target — naming just the profile(s) one system happens to already be wired into would look like an answer to a question the Settings step has not asked yet.
Declaration
public void ShouldShowWiringNote_WiredButProfilesAreAmbiguous_ReturnsFalse()
WiringBySystem_AfterTheCatalogAloneWasAskedFirst_StillAnswersForTheGameplayModules()
Declaration
public void WiringBySystem_AfterTheCatalogAloneWasAskedFirst_StillAnswersForTheGameplayModules()