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    Class ProjectWiringRunnerHappyPathTests

    The happy path: Initialize Serenity's Create step run end to end on a fresh-project-shaped fixture. Project-owned Ui/GameMode/Menu/Modal settings are built the way the Settings step's own Adopt action builds them — cloning the shipped assets via SystemAdoptionRunner, never hand-built YAML — then Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringPlanner/Serenity.CreateGame.Infrastructure.Editor.Wiring.ProjectWiringRunner run for real through scene generation and Health Check, mirroring ProjectWiringRunnerTests's scratch-folder pattern.

    Inheritance
    object
    ProjectWiringRunnerHappyPathTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
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    Namespace: Serenity.CreateGame.Tests.Editor
    Assembly: Serenity.CreateGame.Tests.Editor.dll
    Syntax
    public class ProjectWiringRunnerHappyPathTests

    Constructors

    ProjectWiringRunnerHappyPathTests()

    Declaration
    public ProjectWiringRunnerHappyPathTests()

    Methods

    OneTimeTearDown()

    Declaration
    public static void OneTimeTearDown()

    Run_FreshProjectShapeWithAdoptedFoundationSettings_GeneratesValidScenesAndRunsHealthCheck()

    Declaration
    public void Run_FreshProjectShapeWithAdoptedFoundationSettings_GeneratesValidScenesAndRunsHealthCheck()

    Run_FreshProjectShape_RecordsEveryAssetItCreatedInTheOutcome()

    The Done step lists what the run created from the run's own outcome, so every asset the run writes must be recorded there: the boot tasks it had to create for a selected system the shipped profile does not carry (the Game Camera, which the Menu's Feedback dependency brings in), and the console and file log settings the boot scene needs, beside the profile, the cloned tasks and the scenes.

    Declaration
    public void Run_FreshProjectShape_RecordsEveryAssetItCreatedInTheOutcome()

    Run_PersistenceBackendCreatedBeforeCreate_GeneratedBootSceneInstallerReferencesIt()

    Persistence installs at bootstrap, so SelectedIn(IReadOnlyList<SerenityInstallableSystem>) always includes it regardless of the reader's own checkbox selection — proving the generic per-system settings wiring (Serenity.CreateGame.Infrastructure.Editor.Wiring.InstallerSettingsPathResolver.Resolve(Serenity.CreateGame.Infrastructure.Editor.CreateGameGeneratedAssets,System.Collections.Generic.IReadOnlyList{Serenity.CreateGame.Infrastructure.Editor.Systems.SerenityInstallableSystem})) threads a project-owned UnityPersistenceBackendDefinition created via the Settings step's own in-window Create action (Create(PersistenceBackendDefinitionOption, string, bool)) onto the generated boot scene's installer exactly like every other selected system's settings — verified by reopening the generated scene, not merely reading the in-memory result.

    Declaration
    public void Run_PersistenceBackendCreatedBeforeCreate_GeneratedBootSceneInstallerReferencesIt()

    Run_RerunOnAlreadyInitializedFixture_IsIdempotent()

    Second test the slice asks for: a rerun on the now-initialized fixture must be idempotent — no duplicate scenes/profile/tasks, and the plan itself must truthfully report Reuse/AlreadyWired/Exists.

    Declaration
    public void Run_RerunOnAlreadyInitializedFixture_IsIdempotent()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
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