Keep live safety probes active when isolating scenery fixtures
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@@ -33,7 +33,7 @@ namespace MagnetismHeroes.Tests
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_app.Orbit.BindEnvironment(_app.Environment);
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_disabledScenery.Clear();
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foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>())
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if (!collider.name.Contains("Clearing") && collider.enabled) { _disabledScenery.Add(collider); collider.enabled = false; }
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if (!collider.isTrigger && !collider.name.Contains("Clearing") && collider.enabled) { _disabledScenery.Add(collider); collider.enabled = false; }
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yield return null;
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}
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[UnityTearDown] public IEnumerator Teardown() { Object.Destroy(_app.gameObject); yield return null; }
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@@ -35,7 +35,7 @@ namespace MagnetismHeroes.Tests
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_app.Presenter.BindEnvironment(_app.Environment);
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// Keep the real clearing; isolate movement cases from the unrelated authored props.
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foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>())
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if (!collider.name.Contains("Clearing")) collider.enabled = false;
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if (!collider.isTrigger && !collider.name.Contains("Clearing")) collider.enabled = false;
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yield return null;
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}
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[UnityTearDown] public IEnumerator Teardown()
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