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    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.

    Inheritance
    object
    InitializeSerenityWindowGameplayModuleTests
    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 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()
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