using NUnit.Framework; using UnityEngine.SceneManagement; using UnityEditor.SceneManagement; using LLM.Editor.Analysis; namespace LLM.Editor.Tests.Unit { [TestFixture] public class ActiveSceneProviderTests { [Test] public void GetContext_ReturnsCorrectInfoForActiveScene() { // Arrange var provider = new ActiveSceneProvider(); // Act var context = provider.GetContext(null, null); // Assert Assert.IsInstanceOf(context); var sceneInfo = (ActiveSceneProvider.SceneInfo)context; // The name of a new, unsaved scene is empty Assert.AreEqual(string.Empty, sceneInfo.name); Assert.AreEqual(string.Empty, sceneInfo.path); Assert.IsTrue(sceneInfo.isValid); // A new scene is not dirty by default Assert.IsFalse(sceneInfo.isDirty); } } }