Namespace Serenity.GameGraphics.Tests.Editor.Builder
Classes
CreateGameGraphicsSettingsWindowMoveOutOfPackageTests
Proves CreateGameGraphicsSettingsWindow's MoveOutOfPackage flow end to end through the
window-level Serenity.Global.Infrastructure.Editor.SerenityWizardDraftLifecycle`1 draft. A package-path
target seeded via FromExisting, with one unrelated field edited, must move to the project folder,
leave no copy at the package path, preserve its GUID, and keep every field but the edited one.
CreateGameGraphicsSettingsWindowRealRunDriver
Runs CreateGameGraphicsSettingsWindow for real: a graphics settings asset is created in the
fixture folder, picked as the window's target and updated in place — the shape
CreateGameGraphicsSettingsWindowUpdateInPlaceTests drives.
CreateGameGraphicsSettingsWindowReloadSafetyTests
EditMode tests proving CreateGameGraphicsSettingsWindow re-attaches to its surviving
scratch draft after a domain reload instead of rebuilding from disk and losing unsaved edits. A real
script recompile cannot be driven from this suite, so
Serenity.GameGraphics.Installation.Settings.Editor.Builder.CreateGameGraphicsSettingsWindow.SimulateDomainReloadForTests reproduces only what a
reload leaves behind — see that seam's own remarks for what stays unverified. Mirrors
CreateSystemConfigurationSettingsWindowReloadSafetyTests.
CreateGameGraphicsSettingsWindowUpdateInPlaceTests
Proves CreateGameGraphicsSettingsWindow against the shared
UpdateInPlaceRoundTripContract: reopening the wizard on an already-configured asset and
confirming with zero edits must leave every field untouched, DefaultIsFullScreen included.
Mirrors CreateSystemConfigurationSettingsWindowUpdateInPlaceTests.
GameGraphicsSettingsCreatorTests
EditMode tests for GameGraphicsSettingsCreator. Every test targets fixture assets under a
private temp folder via Input.OutputFolderPath (and, for the settings asset itself, its explicit
path test seam, plus Input.DefinitionSearchFolder for binding-key resolution) — the real
project's own shipped UnityGameGraphicsSettings and Graphics_* definition assets under
Assets/Serenity/Media/GameGraphics/ and Assets/Serenity/Media/GameSettings/ are never
read as a resolution target, so these tests stay hermetic regardless of what the project already ships.