public IEnumerator GenerateSectionsIntoThePanelViewCorrectly() { // Arrange SettingsSectionView sectionViewPrefab = ((GameObject)Resources.Load(SECTION_VIEW_PREFAB_PATH)).GetComponent <SettingsSectionView>(); SettingsButtonEntry menuButtonPrefab = ((GameObject)Resources.Load(MENU_BUTTON_PREFAB_PATH)).GetComponent <SettingsButtonEntry>(); SettingsSectionModel newSectionConfig = ScriptableObject.CreateInstance <SettingsSectionModel>(); newSectionConfig.icon = Sprite.Create(new Texture2D(10, 10), new Rect(), new Vector2()); newSectionConfig.text = "TestSection"; newSectionConfig.menuButtonPrefab = menuButtonPrefab; newSectionConfig.sectionPrefab = sectionViewPrefab; newSectionConfig.sectionController = ScriptableObject.CreateInstance <SettingsSectionController>(); newSectionConfig.widgets = new SettingsWidgetList(); sectionsToCreate.Add(newSectionConfig); // Act panelView.Initialize(hudController, panelController, sectionsToCreate); yield return(null); // Assert panelController.Received(1) .AddSection( Arg.Any <SettingsButtonEntry>(), Arg.Any <ISettingsSectionView>(), Arg.Any <ISettingsSectionController>(), Arg.Any <SettingsSectionModel>()); panelController.Received(1).OpenSection(0); panelController.Received(1).MarkMenuButtonAsSelected(0); }
private IEnumerator SetUp() { sectionView = Object.Instantiate((GameObject)Resources.Load(SECTION_VIEW_PREFAB_PATH)).GetComponent <SettingsSectionView>(); sectionController = Substitute.For <ISettingsSectionController>(); yield return(null); }