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    Class HudCreatorSignalDefinitionTests

    EditMode tests for the no-code trigger side of HudCreator: GenerateSignalDefinition generating a Show trigger (pre-wired to ShowHudSignal) and a Hide trigger (pre-wired to HideHudSignal), mirroring FeedbackCreator's PlayFeedbackSignal trigger. Every test targets a private temp folder, so the project's own HUDs and Addressables settings are never touched.

    Inheritance
    object
    HudCreatorSignalDefinitionTests
    Inherited Members
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    Namespace: Serenity.GameUi.Tests.Editor.Builder
    Assembly: Serenity.GameUi.Tests.Editor.dll
    Syntax
    public class HudCreatorSignalDefinitionTests

    Constructors

    HudCreatorSignalDefinitionTests()

    Declaration
    public HudCreatorSignalDefinitionTests()

    Methods

    Create_DefaultInput_AlsoGeneratesAHideTriggerAssetNextToTheHud()

    Declaration
    public void Create_DefaultInput_AlsoGeneratesAHideTriggerAssetNextToTheHud()

    Create_DefaultInput_GeneratesAShowTriggerAssetNextToTheHud()

    Declaration
    public void Create_DefaultInput_GeneratesAShowTriggerAssetNextToTheHud()

    Create_GenerateSignalDefinitionFalse_DoesNotCreateEitherTriggerAsset()

    Declaration
    public void Create_GenerateSignalDefinitionFalse_DoesNotCreateEitherTriggerAsset()

    Create_HideTrigger_IsPreWiredToHideWhicheverHudIsActive()

    Declaration
    public void Create_HideTrigger_IsPreWiredToHideWhicheverHudIsActive()

    Create_RegisterAsAddressablesFalse_LeavesAddressablesUntouched()

    Declaration
    public void Create_RegisterAsAddressablesFalse_LeavesAddressablesUntouched()

    Create_RegisterAsAddressablesTrue_RegistersTheHudAndBothTriggerAssets()

    Declaration
    public void Create_RegisterAsAddressablesTrue_RegistersTheHudAndBothTriggerAssets()

    Create_ShowAndHideTriggers_HaveDistinctIds()

    The Show and Hide triggers generated together must carry genuinely DISTINCT Ids, never the bare HUD id shared by both — every HUD Builder run that leaves the (on-by-default) trigger toggle checked produces two UnityEventDispatcherSignalDefinition assets, and Validate Health Check flags any pair sharing one Id as a duplicate.

    Declaration
    public void Create_ShowAndHideTriggers_HaveDistinctIds()

    Create_ShowTrigger_IsPreWiredToShowTheCreatedHud()

    Declaration
    public void Create_ShowTrigger_IsPreWiredToShowTheCreatedHud()

    Create_ShowTrigger_StillDispatchesTheRealHudId()

    The Show trigger's dispatched signal must still name the real HUD, even though its own Id is no longer that same bare string.

    Declaration
    public void Create_ShowTrigger_StillDispatchesTheRealHudId()

    Create_UpdateExistingWithASharedIdTrigger_LeavesItCompletelyUntouched()

    Compatibility guard for a HUD whose own trigger shares the bare HUD Id as its trigger Id, rather than the distinct Show/Hide Ids Create_ShowAndHideTriggers_HaveDistinctIds() proves a fresh create produces. Fabricates exactly that shape — one trigger asset whose Id equals the HUD's own bare Id — then updates the HUD, renaming its Id. Because Create(Input)'s update path never calls the trigger-generation step at all (see Create_UpdateExisting_IgnoresGenerateSignalDefinitionForBothTriggers()), the existing trigger's own Id, path and content must survive completely untouched — no rename, no orphaning, no duplicate — regardless of what the HUD's own Id becomes.

    Declaration
    public void Create_UpdateExistingWithASharedIdTrigger_LeavesItCompletelyUntouched()

    Create_UpdateExisting_IgnoresGenerateSignalDefinitionForBothTriggers()

    Declaration
    public void Create_UpdateExisting_IgnoresGenerateSignalDefinitionForBothTriggers()

    Create_ValidationFailure_NeverCreatesEitherTriggerAsset()

    Declaration
    public void Create_ValidationFailure_NeverCreatesEitherTriggerAsset()

    OneTimeTearDown()

    Declaration
    public void OneTimeTearDown()

    SetUp()

    Declaration
    public void SetUp()

    TearDown()

    Declaration
    public void TearDown()
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