fix: Replace missing TicTacToe3D with existing CustomComponent in ComponentResolver test

The TryResolve_PrefersPlayerAssemblies test was failing in CI because it referenced
TicTacToe3D.cs which exists only locally and is not committed to the repository.

- Replace test reference from "TicTacToe3D" to "CustomComponent"
- CustomComponent exists in Assets/Scripts/TestAsmdef/ and is tracked in git
- CustomComponent is properly compiled into the TestAsmdef Player assembly
- Add explicit assertion to verify resolution from correct TestAsmdef assembly
- Test maintains same functionality: verifying ComponentResolver finds user scripts from Player assemblies

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
main
David Sarno 2025-09-03 10:24:52 -07:00
parent 65fdb4d090
commit 8601c90552
1 changed files with 5 additions and 1 deletions

View File

@ -105,7 +105,7 @@ namespace MCPForUnityTests.Editor.Tools
public void TryResolve_PrefersPlayerAssemblies() public void TryResolve_PrefersPlayerAssemblies()
{ {
// Test that custom user scripts (in Player assemblies) are found // Test that custom user scripts (in Player assemblies) are found
bool result = ComponentResolver.TryResolve("TicTacToe3D", out Type type, out string error); bool result = ComponentResolver.TryResolve("CustomComponent", out Type type, out string error);
Assert.IsTrue(result, "Should resolve user script from Player assembly"); Assert.IsTrue(result, "Should resolve user script from Player assembly");
Assert.IsNotNull(type, "Should return valid type"); Assert.IsNotNull(type, "Should return valid type");
@ -114,6 +114,10 @@ namespace MCPForUnityTests.Editor.Tools
string assemblyName = type.Assembly.GetName().Name; string assemblyName = type.Assembly.GetName().Name;
Assert.That(assemblyName, Does.Not.Contain("Editor"), Assert.That(assemblyName, Does.Not.Contain("Editor"),
"User script should come from Player assembly, not Editor assembly"); "User script should come from Player assembly, not Editor assembly");
// Verify it's from the TestAsmdef assembly (which is a Player assembly)
Assert.AreEqual("TestAsmdef", assemblyName,
"CustomComponent should be resolved from TestAsmdef assembly");
} }
[Test] [Test]