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    Class InitializeSerenityWindowStepErrorTests

    Proves Serenity.CreateGame.Infrastructure.Editor.InitializeSerenityWindow.StepErrorForTests(System.Int32) against real window state, without an OnGUI pass — mirrors CreateModalWindowStepErrorGateTests's pattern. The Systems case is deliberately a "reports no error" assertion: an empty system selection is allowed (a reader who wants only the wired pipeline itself is not blocked) and must never gate Next/Create, unlike an empty project name or an unacceptable output root.

    Inheritance
    object
    InitializeSerenityWindowStepErrorTests
    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 InitializeSerenityWindowStepErrorTests

    Constructors

    InitializeSerenityWindowStepErrorTests()

    Declaration
    public InitializeSerenityWindowStepErrorTests()

    Methods

    EnsurePlanForTests_AfterInvalidation_RunsAgainOnNextCall()

    Declaration
    public void EnsurePlanForTests_AfterInvalidation_RunsAgainOnNextCall()

    StepErrorForTests_OnCreateStep_AlsoRunsThePlanLazily()

    Declaration
    public void StepErrorForTests_OnCreateStep_AlsoRunsThePlanLazily()

    StepErrorForTests_OnIntentStepWithEmptyProjectName_ReportsIt()

    Declaration
    public void StepErrorForTests_OnIntentStepWithEmptyProjectName_ReportsIt()

    StepErrorForTests_OnIntentStepWithOutputRootOutsideAssets_ReportsIt()

    Declaration
    public void StepErrorForTests_OnIntentStepWithOutputRootOutsideAssets_ReportsIt()

    StepErrorForTests_OnSummaryAndCreateSteps_ScenesOnWithNoResolvableSettings_BothReportTheBlockingError()

    At the window level: Serenity.CreateGame.Infrastructure.Editor.CreateGameScenesOptions.GenerateScenes defaults to true, and this dev repo owns no project-owned Ui/GameMode/Menu/Modal settings clone, so the Summary and Create steps must both report the SAME blocking error naming them — never let the reader reach Create believing scene generation will run when it cannot.

    Declaration
    public void StepErrorForTests_OnSummaryAndCreateSteps_ScenesOnWithNoResolvableSettings_BothReportTheBlockingError()

    StepErrorForTests_OnSummaryStep_RunsThePlanExactlyOnceRegardlessOfRepaintCount()

    Declaration
    public void StepErrorForTests_OnSummaryStep_RunsThePlanExactlyOnceRegardlessOfRepaintCount()

    StepErrorForTests_OnSystemsStepWithNothingSelected_ReportsNoError()

    Declaration
    public void StepErrorForTests_OnSystemsStepWithNothingSelected_ReportsNoError()

    TearDown()

    Declaration
    public void TearDown()
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