protected override Task Context()
        {
            _axisMapper  = A.Fake <AxisMapper>();
            _curveMapper = A.Fake <CurveMapper>();
            _chartMapper = A.Fake <ChartMapper>();
            _idGenerator = A.Fake <IIdGenerator>();
            sut          = new SimulationTimeProfileChartMapper(_chartMapper, _axisMapper, _curveMapper, _idGenerator);
            var dimensionFactory = A.Fake <IDimensionFactory>();

            _curveChart = new SimulationTimeProfileChart
            {
                Name              = "Chart",
                Description       = "ChartDescription",
                Title             = "Chart Title",
                OriginText        = "Chart Origin Text",
                IncludeOriginData = true,
                PreviewSettings   = true,
            };

            _axis = new Axis(AxisTypes.X);
            _curveChart.AddAxis(_axis);

            _curve = new Curve();

            var dataRepository = DomainHelperForSpecs.ObservedData();
            var xColumn        = dataRepository.BaseGrid;
            var yColumn        = dataRepository.ObservationColumns().First();

            _curve.SetxData(xColumn, dimensionFactory);
            _curve.SetyData(yColumn, dimensionFactory);


            _curveChart.AddCurve(_curve);

            _snapshotAxis = new Snapshots.Axis();
            A.CallTo(() => _axisMapper.MapToSnapshot(_axis)).Returns(_snapshotAxis);

            _snapshotCurve = new Snapshots.Curve();
            A.CallTo(() => _curveMapper.MapToSnapshot(_curve)).Returns(_snapshotCurve);

            return(_completed);
        }
 public void SetAxisUI()
 {
     for (int i = 0; i < _input.axisInputs.Length; i++)
     {
         RectTransform InitialTrans = AxisInputSetting.GetComponent <RectTransform>();
         float         Padding      = InitialTrans.rect.height + VerticalPadding;
         AxisMapper    _axis        = Instantiate(AxisInputSetting);
         _axis.transform.SetParent(transform, false);
         _axis.Title.text            = _input.axisInputs[i].Name;
         _axis.KeyboardPositive.text = _input.axisInputs[i].Positive;
         _axis.KeyboardNegative.text = _input.axisInputs[i].Negative;
         _axis.GamepadName.text      = _input.axisInputs[i].GamepadAxis;
         _axis.EditIndex             = i;
         _axis.mapper = this;
         RectTransform AxisTrans = _axis.GetComponent <RectTransform>();
         AxisTrans.anchoredPosition = InitialTrans.anchoredPosition - new Vector2(0, Padding * i);
         if (i + 1 >= _input.axisInputs.Length)
         {
             ButtonStartOffset = Padding * (i + 1);
         }
     }
 }