Target hostile semantic contacts in Unity witness
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1 changed files with 10 additions and 3 deletions
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@ -313,12 +313,19 @@ namespace GameCult.EveUnity.GenericClient.PlayModeTests
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Assert.That(pauseReceipt.State, Is.EqualTo("accepted").Or.EqualTo("reconciled"), pauseReceipt.Message);
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var movementVersion = runtime.ActiveVersion;
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var targetMarker = root.GetComponentsInChildren<EveUnityPlayableWorldEntityMarker>()
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var visibleMarkers = root.GetComponentsInChildren<EveUnityPlayableWorldEntityMarker>();
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var hostileTargets = visibleMarkers
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.Where(candidate => candidate.Selectable && !candidate.Controllable &&
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string.Equals(candidate.EntityKind, "ship", StringComparison.OrdinalIgnoreCase) &&
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!string.Equals(candidate.Faction, marker.Faction, StringComparison.Ordinal))
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.OrderBy(candidate => Vector3.Distance(candidate.transform.position, marker.transform.position))
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.First();
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.ToArray();
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Assert.That(
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hostileTargets,
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Is.Not.Empty,
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"No selectable hostile contact was lowered. Visible entities: " +
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string.Join(", ", visibleMarkers.Select(candidate =>
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$"{candidate.EntityId}[kind={candidate.EntityKind},faction={candidate.Faction},selectable={candidate.Selectable}]")));
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var targetMarker = hostileTargets[0];
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var focus = runtime.SubmitTargetIntent(playerId, targetMarker.EntityId);
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var focusVersion = runtime.ActiveVersion;
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var trajectoryRenderer = root.AddComponent<EveUnityShotTrajectoryRenderer>();
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