public void TestInitialize() { _logicHandler = Substitute.For <ILogicHandler>(); _gameEngineInterface = Substitute.For <IGameEngineInterface>(); _dataLayer = Substitute.For <IDataLayer>(); _gameEngineInterface.AppVersion.Returns("1.0.0.0"); _btnPrivacyPolicy = Substitute.For <IGameObject>(); _gameEngineInterface.FindGameObject("btnPrivacyPolicy").Returns(_btnPrivacyPolicy); _btnHowToPlay = Substitute.For <IGameObject>(); _gameEngineInterface.FindGameObject("btnHowToPlay").Returns(_btnHowToPlay); _btnShare = Substitute.For <IGameObject>(); _gameEngineInterface.FindGameObject("_btnShare").Returns(_btnShare); //todo: howcome the UT works with a misnamed button? var txtVersionNumberGameObject = Substitute.For <IGameObject>(); _txtVersionNumber = Substitute.For <IText>(); txtVersionNumberGameObject.GetComponent <IText>().Returns(_txtVersionNumber); _gameEngineInterface.FindGameObject("txtVersionNumber").Returns(txtVersionNumberGameObject); _pnlMainMenu = Substitute.For <IGameObject>(); _gameEngineInterface.FindGameObject("pnlMainMenu").Returns(_pnlMainMenu); _inMenuLogicProvider = new InMenuLogicProvider(_logicHandler, _gameEngineInterface, _dataLayer); }
public void OnDeActivate() { #region arrange var gameLogicHandler = Substitute.For <ILogicHandler>(); var gameEngineInterface = Substitute.For <IGameEngineInterface>(); var dataLayer = Substitute.For <IDataLayer>(); var inMenuLogicProvider = new InMenuLogicProvider(gameLogicHandler, gameEngineInterface, dataLayer); var pnlMainMenu = Substitute.For <IGameObject>(); SetPrivateMember("_pnlMainMenu", inMenuLogicProvider, pnlMainMenu); #endregion #region act inMenuLogicProvider.OnDeActivate(); #endregion #region assert pnlMainMenu.Received().SetActive(false); #endregion }