public void The_report_should_have_output_for_then() { ScenarioReport.Should().Contain(Settings.GetStep(StepType.Then)); }
public void It_should_generate_the_correct_report() { ScenarioReport.Should().Be( "Feature: TestSupport\r\n\r\nScenario: Pascal test\r\n Given an assumption\r\n When performing the deed\r\n Then it should do the right thing"); }
public void It_should_use_the_class_name() { ScenarioReport.Should().StartWith(string.Format("{0}Fixture uses implicit scenario description", GherkinTestFrameworkSettingsFacade.GetInstance().GetToken(TokenType.Scenario))); }
public void It_should_generate_the_correct_report() { ScenarioReport.Should().Be( "Feature: TestSupport\r\n\r\nScenario: When generating report for default step names and custom steps scenario\r\n Given one thing\r\n And another thing\r\n And yet another thing\r\n When i open my eyes\r\n Then i see something\r\n But i dont see something else"); }
public void It_should_not_output_anything() { ScenarioReport.Should().BeEmpty(); }
public void And_then() { ScenarioReport.Should().Contain(Settings.GetStep(StepType.Then)); }
public void But_not_for_when() { ScenarioReport.Should().NotContain(Settings.GetStep(StepType.When)); }
/// <summary> /// Decorates the specified <see cref="ScenarioReport" />. /// </summary> /// <param name="report">The <see cref="ScenarioReport" />.</param> /// <returns>The decorated <see cref="ScenarioReport" />.</returns> public ScenarioReportDecorator Decorate(ScenarioReport report) { return new ScenarioReportDecorator(report); }
public void It_should_generate_the_correct_report() { ScenarioReport.Should().Be( "Feature: TestSupport\r\n\r\nScenario Outline: Eating cucumbers\r\n Given there are 12 cucumbers\r\n When i eat 5 cucumbers\r\n Then i should have 7 cucumbers"); }
public void It_should_have_tag_attributes() { ScenarioReport.Should().Contain("@Foo").And.Contain("@Bar"); }
public void Update() { // quit if we're not playing or completed if (state != State.Playing) return; // turn up speed after things get settled if ( elapsedTime > 2.0f && elapsedTime < 3.0f ) Time.timeScale = InteractPlaybackFileMgr.GetInstance().timeScale; // elapsed time elapsedTime += Time.deltaTime; // check playback if (currentIdx != -1 && List.Items.Count > 0) { // get item PlaybackItem item = List.Items[currentIdx]; // if the elapsed time is greater than item time then just execute it! if ( elapsedTime > item.RealTime ) { item.Execute(); if ( item.Executed == true ) { // reset elapsedTime back to what it should be elapsedTime = item.RealTime; // increment if (++currentIdx >= List.Items.Count) { currentIdx = -1; } } } } // check break condition, something hung up if ( currentIdx != -1 && currentIdx < List.Items.Count-1 ) { PlaybackItem item = List.Items[currentIdx+1]; if ( item != null ) { if ( item.RealTime-InteractPlaybackMgr.GetInstance().elapsedTime <= 0.0f ) { PlaybackItem current = List.Items[currentIdx]; UnityEngine.Debug.LogError("InteractPlaybackMgr.Update() : Playback lockup on command <" + current.Debug () + "> at time=" + current.RealTime); UnityEngine.Debug.LogError("InteractPlaybackMgr.Update() : prev <" + List.Items[currentIdx-1].Debug () ); if ( currentIdx+1 < List.Items.Count ) UnityEngine.Debug.LogError("InteractPlaybackMgr.Update() : next <" + List.Items[currentIdx+1].Debug () ); if (RestartOnDoneOrError){ UnityEngine.Debug.LogError("Restarting!"); RestartWithList(List); } } } } // check if we're done and then wait 2 seconds and display assessment dialog if (Done() == true && elapsedTime > restartTime) { #if DISPLAY_ASSESSMENT_DIALOG // run the report here // for testing, evaluate on every interact msg... ScenarioReport report = new ScenarioReport(); report.SetInfo("Trauma", "Rob", "123981328123"); report.SetScenario("Scenario 1"); report.Evaluate(); report.SaveDatabase(); AssessmentMgrDialogMsg amd = new AssessmentMgrDialogMsg(); amd.command = DialogMsg.Cmd.open; amd.Report = report.Report; AssessmentMgrDialog.GetInstance().PutMessage(amd); #endif if ( RestartOnDoneOrError == true ) { UnityEngine.Debug.LogError("InteractPlaybackMgr.Update() : Sucessful...Restarting!"); RestartWithList(List); } } }
public void It_should_generate_the_correct_report() { ScenarioReport.Should().Be( "Feature: TestSupport\r\n\r\nScenario: When generating report for underscore step names scenario\r\n Given an assumption\r\n When performing the deed\r\n Then it should do the right thing"); }
/// <summary> /// Decorates the specified <see cref="ScenarioReport" />. /// </summary> /// <param name="report">The <see cref="ScenarioReport" />.</param> /// <returns>The decorated <see cref="ScenarioReport" />.</returns> public ScenarioReportDecorator Decorate(ScenarioReport report) { return(new ScenarioReportDecorator(report)); }
public void It_should_generate_a_brief_report() { ScenarioReport.Should().Be(string.Format( "{0} generating report for default step names scenario", Settings.GetStep(StepType.When))); }