using Godot; using twodog.xunit; namespace Longhorn.Tests; [Collection("GodotHeadless")] public class BasicTests(GodotHeadlessFixture godot) { [Fact] public void LoadMainScene_Succeeds() { // Arrange var scene = GD.Load("res://main.tscn"); // Act var instance = scene.Instantiate(); godot.Tree.Root.AddChild(instance); // Assert Assert.NotNull(instance); Assert.NotNull(instance.GetParent()); } [Fact] public void PhysicsIteration_Succeeds() { // Arrange & Act godot.Tree.Root.PhysicsInterpolationMode = Node.PhysicsInterpolationModeEnum.Off; godot.GodotInstance.Iteration(); // Assert - if we get here without crashing, test passes Assert.True(true); } [Fact] public void CreateNode_AddsToTree() { // Arrange var node = new Node(); node.Name = "TestNode"; // Act godot.Tree.Root.AddChild(node); // Assert Assert.True(godot.Tree.Root.HasNode("TestNode")); Assert.Equal("TestNode", (string)godot.Tree.Root.GetNode("TestNode").Name); // Cleanup node.QueueFree(); } }