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    Class UnityWaveServiceSpawnTests

    PlayMode tests for what UnityWaveService spawns: each entry spawns the registered character it names — by Id, or in the editor by its actor prefab — through the real character pool, at the entry's authored cadence; and an entry that cannot spawn forfeits its actors so its wave still clears.

    Inheritance
    object
    UnityWaveServiceSpawnTests
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.UnityWave.Tests.Infrastructure
    Assembly: Tests.dll
    Syntax
    public class UnityWaveServiceSpawnTests

    Constructors

    UnityWaveServiceSpawnTests()

    Declaration
    public UnityWaveServiceSpawnTests()

    Methods

    AuthoredEntry_WhoseActorIsEmpty_ReportsNoActorAtAll()

    Declaration
    public void AuthoredEntry_WhoseActorIsEmpty_ReportsNoActorAtAll()

    SetUp()

    Declaration
    public void SetUp()

    StartNextWave_AsABuildPlays_EntryNamingNoCharacterWarnsAndSpawnsNothing()

    Declaration
    public void StartNextWave_AsABuildPlays_EntryNamingNoCharacterWarnsAndSpawnsNothing()

    StartNextWave_AsksForEachActorUnderTheKeyItsResolverNamed_NeverAMadeUpOne()

    Declaration
    public void StartNextWave_AsksForEachActorUnderTheKeyItsResolverNamed_NeverAMadeUpOne()

    StartNextWave_AuthoredEntryWhoseActorIsEmpty_WarnsItNamesNothingAndTheWaveStillClears()

    An actor field left empty on a wave config asset is not a C# null in the editor: Unity hands back an object that only compares equal to null through its own operator. Read as a plain object it looked like an actor, and naming it threw inside the spawn coroutine, so the wave never ended.

    Declaration
    public void StartNextWave_AuthoredEntryWhoseActorIsEmpty_WarnsItNamesNothingAndTheWaveStillClears()

    StartNextWave_BurstCadence_SpawnsEveryActorOfTheEntryAtOnce()

    Declaration
    public void StartNextWave_BurstCadence_SpawnsEveryActorOfTheEntryAtOnce()

    StartNextWave_EntryNamingACharacterNobodyRegistered_WarnsNamingThatCharacterAndSpawnsNothing()

    Declaration
    public void StartNextWave_EntryNamingACharacterNobodyRegistered_WarnsNamingThatCharacterAndSpawnsNothing()

    StartNextWave_EntryNamingACharacterWhosePrefabHasNoView_ForfeitsItsActorsAndTheWaveStillClears()

    A character whose prefab has no Character View cannot be shown; the pool refuses it, and the entry forfeits the actors it could not spawn instead of the wave waiting for them forever.

    Declaration
    public void StartNextWave_EntryNamingACharacterWhosePrefabHasNoView_ForfeitsItsActorsAndTheWaveStillClears()

    StartNextWave_EntryNamingARegisteredCharacterById_SpawnsItEvenFromAnotherInstanceOfItsPrefab()

    Declaration
    public void StartNextWave_EntryNamingARegisteredCharacterById_SpawnsItEvenFromAnotherInstanceOfItsPrefab()

    StartNextWave_EntryNamingARegisteredCharactersPrefab_SpawnsThatCharacter()

    Declaration
    public void StartNextWave_EntryNamingARegisteredCharactersPrefab_SpawnsThatCharacter()

    StartNextWave_EntryWhoseActorIsNotARegisteredCharacter_WarnsNamingTheEntryAndSpawnsNothing()

    Declaration
    public void StartNextWave_EntryWhoseActorIsNotARegisteredCharacter_WarnsNamingTheEntryAndSpawnsNothing()

    StartNextWave_EntryWhoseActorWasDestroyed_WarnsItNamesNothingAndTheWaveStillClears()

    Declaration
    public void StartNextWave_EntryWhoseActorWasDestroyed_WarnsItNamesNothingAndTheWaveStillClears()

    StartNextWave_EntryWithACadence_SpawnsOneActorPerCadenceInterval()

    Declaration
    public IEnumerator StartNextWave_EntryWithACadence_SpawnsOneActorPerCadenceInterval()
    Returns
    Type Description
    IEnumerator

    StartNextWave_WaveWhoseOnlyEntryCannotSpawn_ClearsAtOnceWithTheEntrysOneWarningNamingTheWave()

    Declaration
    public void StartNextWave_WaveWhoseOnlyEntryCannotSpawn_ClearsAtOnceWithTheEntrysOneWarningNamingTheWave()

    TearDown()

    Declaration
    public void TearDown()
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