Target hostile semantic contacts in Unity witness

This commit is contained in:
Meta Vens 2026-07-13 04:43:37 +01:00
commit 7029a19976

View file

@ -313,12 +313,19 @@ namespace GameCult.EveUnity.GenericClient.PlayModeTests
Assert.That(pauseReceipt.State, Is.EqualTo("accepted").Or.EqualTo("reconciled"), pauseReceipt.Message);
var movementVersion = runtime.ActiveVersion;
var targetMarker = root.GetComponentsInChildren<EveUnityPlayableWorldEntityMarker>()
var visibleMarkers = root.GetComponentsInChildren<EveUnityPlayableWorldEntityMarker>();
var hostileTargets = visibleMarkers
.Where(candidate => candidate.Selectable && !candidate.Controllable &&
string.Equals(candidate.EntityKind, "ship", StringComparison.OrdinalIgnoreCase) &&
!string.Equals(candidate.Faction, marker.Faction, StringComparison.Ordinal))
.OrderBy(candidate => Vector3.Distance(candidate.transform.position, marker.transform.position))
.First();
.ToArray();
Assert.That(
hostileTargets,
Is.Not.Empty,
"No selectable hostile contact was lowered. Visible entities: " +
string.Join(", ", visibleMarkers.Select(candidate =>
$"{candidate.EntityId}[kind={candidate.EntityKind},faction={candidate.Faction},selectable={candidate.Selectable}]")));
var targetMarker = hostileTargets[0];
var focus = runtime.SubmitTargetIntent(playerId, targetMarker.EntityId);
var focusVersion = runtime.ActiveVersion;
var trajectoryRenderer = root.AddComponent<EveUnityShotTrajectoryRenderer>();