< Summary

Class:SettingsSectionTests.SettingsSectionShould_PlayMode
Assembly:SettingsPanelHUDTests_PlayMode
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/HUD/SettingsPanelHUD/Tests/PlayMode/SettingsSectionTests_PlayMode.cs
Covered lines:20
Uncovered lines:0
Coverable lines:20
Total lines:66
Line coverage:100% (20 of 20)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
SettingsSectionShould_PlayMode()0%110100%
SetUp()0%330100%
TearDown()0%330100%
GenerateWidgetIntoASectionViewCorrectly()0%330100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/HUD/SettingsPanelHUD/Tests/PlayMode/SettingsSectionTests_PlayMode.cs

#LineLine coverage
 1using DCL.SettingsPanelHUD.Controls;
 2using DCL.SettingsPanelHUD.Sections;
 3using DCL.SettingsPanelHUD.Widgets;
 4using NSubstitute;
 5using System.Collections;
 6using System.Collections.Generic;
 7using UnityEngine;
 8using UnityEngine.TestTools;
 9
 10namespace SettingsSectionTests
 11{
 12
 13    public class SettingsSectionShould_PlayMode
 14    {
 15        private const string SECTION_VIEW_PREFAB_PATH = "Sections/DefaultSettingsSectionTemplate";
 16        private const string WIDGET_VIEW_PREFAB_PATH = "Widgets/DefaultSettingsWidgetTemplate";
 17
 18        private SettingsSectionView sectionView;
 19        private ISettingsSectionController sectionController;
 120        private List<SettingsWidgetModel> widgetsToCreate = new List<SettingsWidgetModel>();
 21
 22        [UnitySetUp]
 23        private IEnumerator SetUp()
 24        {
 125            sectionView = Object.Instantiate((GameObject)Resources.Load(SECTION_VIEW_PREFAB_PATH)).GetComponent<Settings
 126            sectionController = Substitute.For<ISettingsSectionController>();
 27
 128            yield return null;
 129        }
 30
 31        [UnityTearDown]
 32        private IEnumerator TearDown()
 33        {
 134            Object.Destroy(sectionView.gameObject);
 135            widgetsToCreate.Clear();
 36
 137            yield return null;
 138        }
 39
 40        [UnityTest]
 41        public IEnumerator GenerateWidgetIntoASectionViewCorrectly()
 42        {
 43            // Arrange
 144            SettingsWidgetView widgetViewPrefab = ((GameObject)Resources.Load(WIDGET_VIEW_PREFAB_PATH)).GetComponent<Set
 45
 146            SettingsWidgetModel newWidgetConfig = ScriptableObject.CreateInstance<SettingsWidgetModel>();
 147            newWidgetConfig.title = "TestWidget";
 148            newWidgetConfig.widgetPrefab = widgetViewPrefab;
 149            newWidgetConfig.widgetController = ScriptableObject.CreateInstance<SettingsWidgetController>();
 150            newWidgetConfig.controlColumns = new SettingsControlGroupList();
 51
 152            widgetsToCreate.Add(newWidgetConfig);
 53
 54            // Act
 155            sectionView.Initialize(sectionController, widgetsToCreate);
 156            yield return null;
 57
 58            // Assert
 159            sectionController.Received(1)
 60                             .AddWidget(
 61                                 Arg.Any<ISettingsWidgetView>(),
 62                                 Arg.Any<ISettingsWidgetController>(),
 63                                 Arg.Any<SettingsWidgetModel>());
 164        }
 65    }
 66}