Class CreateGameProgressSettingsWindowRealCreateTerminalStateTests
The terminal-state contract proven through a REAL Create(Input) call and real
step navigation, not the simulated EnterTerminalStateForTests latch
CreateGameProgressSettingsWindowTerminalStateTests drives: after a successful run, leaving
Summary and returning with no edits must show "Update" with no blocking error and let a confirm run as a
byte-identical no-op, while an edit made after stepping back must be applied by the next confirm rather
than silently discarded. The window is built via UnityEngine.ScriptableObject.CreateInstance``1 rather
than Open(), so its target-resolution scan never runs and a
real Create only ever touches the private temp folder Serenity.GameProgress.Infrastructure.Editor.Builder.CreateGameProgressSettingsWindow.ConfigureForTests(System.String,System.String)
points it at.
Inherited Members
Namespace: Serenity.GameProgress.Tests.Editor.Builder
Assembly: Serenity.GameProgress.Tests.Editor.dll
Syntax
public class CreateGameProgressSettingsWindowRealCreateTerminalStateTests
Constructors
CreateGameProgressSettingsWindowRealCreateTerminalStateTests()
Declaration
public CreateGameProgressSettingsWindowRealCreateTerminalStateTests()
Methods
EditAfterSteppingBack_IsAppliedByTheNextConfirm()
Declaration
public void EditAfterSteppingBack_IsAppliedByTheNextConfirm()
OneTimeTearDown()
Declaration
public void OneTimeTearDown()
ReplaceExistingBackend_ListsTheSettingsAssetAsUpdated()
W5B-8: replacing the backend rewrites the settings asset's Backend reference, so the run's outcome lists the settings asset among what it updated rather than reporting only the new backend.
Declaration
public void ReplaceExistingBackend_ListsTheSettingsAssetAsUpdated()
SetUp()
Declaration
public void SetUp()
SuccessfulCreate_LeavingAndReturningToSummaryWithNoEdits_LeavesTheConfirmAsANoOpUpdate()
Declaration
public void SuccessfulCreate_LeavingAndReturningToSummaryWithNoEdits_LeavesTheConfirmAsANoOpUpdate()
TearDown()
Declaration
public void TearDown()