Class InitializeSerenityWindowGameplayModuleTests
A gameplay module has no settings, so the only thing a tick on it changes is the wiring plan. These walk the path a reader takes: the plan is built while the Summary step's error is asked for, then the Systems step ticks something, and the plan Create acts on must reflect it, with nothing invalidating it by hand.
Inherited Members
Namespace: Serenity.CreateGame.Tests.Editor
Assembly: Serenity.CreateGame.Tests.Editor.dll
Syntax
public class InitializeSerenityWindowGameplayModuleTests
Constructors
InitializeSerenityWindowGameplayModuleTests()
Declaration
public InitializeSerenityWindowGameplayModuleTests()
Methods
DoneStepModel_WaveTicked_CountsItsModulesApartFromTheSystems()
Declaration
public void DoneStepModel_WaveTicked_CountsItsModulesApartFromTheSystems()
PlannedBootTaskNames_ModuleTickedAfterThePlanWasBuilt_ListsItsBootTask()
Declaration
public void PlannedBootTaskNames_ModuleTickedAfterThePlanWasBuilt_ListsItsBootTask()
PlannedBootTaskNames_WaveTickedAfterThePlanWasBuilt_AlsoListsTheCharacterItRequires()
Declaration
public void PlannedBootTaskNames_WaveTickedAfterThePlanWasBuilt_AlsoListsTheCharacterItRequires()
SetUp()
Declaration
public void SetUp()
StepError_ModuleTickedAfterThePlanWasConfirmed_AsksForTheConfirmationAgain()
Declaration
public void StepError_ModuleTickedAfterThePlanWasConfirmed_AsksForTheConfirmationAgain()
TearDown()
Declaration
public void TearDown()