Class CreateHudWindowStepErrorGateTests
Covers the Elements step's own blocking error: an element with no id (HudDefinitionScanner's
ScanElementIdentity reports it as an Error)
must be caught by Serenity.GameUi.Infrastructure.Editor.Builder.CreateHudWindow.StepErrorForTests(System.Int32) on the Elements step itself, not only
after walking to Summary — the fix that gave the Elements step its own blocking error alongside Summary's.
Inherited Members
Namespace: Serenity.GameUi.Tests.Editor.Builder
Assembly: Serenity.GameUi.Tests.Editor.dll
Syntax
public class CreateHudWindowStepErrorGateTests
Remarks
Every fixture element uses a UnityHudLabelRepresentation with its caption set — one of the
three representations (SPRITE, LABEL, FLEXBOX) HudRepresentationRules.RequiresValueBinding exempts,
so a fresh element needs no authored value binding (a real one requires a resolvable member path — real
integration setup, not a one-line fixture) to otherwise read as clean. The HUD's own Id is also set on
every fixture, so the "HUD has no id" asset-level finding never gets counted alongside the element-level
one under test.
Constructors
CreateHudWindowStepErrorGateTests()
Declaration
public CreateHudWindowStepErrorGateTests()
Methods
StepErrorForTests_OnElementsStepAfterGivingTheElementAnId_ReportsNoError()
Declaration
public void StepErrorForTests_OnElementsStepAfterGivingTheElementAnId_ReportsNoError()
StepErrorForTests_OnElementsStepWithAnIdlessElement_ReportsItWithoutReachingSummary()
Declaration
public void StepErrorForTests_OnElementsStepWithAnIdlessElement_ReportsItWithoutReachingSummary()
TearDown()
Declaration
public void TearDown()