Keep live safety probes active when isolating scenery fixtures

This commit is contained in:
NINI
2026-10-10 04:05:20 +09:00
parent ef547b050a
commit 9ba70e2cd4
2 changed files with 2 additions and 2 deletions
@@ -33,7 +33,7 @@ namespace MagnetismHeroes.Tests
_app.Orbit.BindEnvironment(_app.Environment); _app.Orbit.BindEnvironment(_app.Environment);
_disabledScenery.Clear(); _disabledScenery.Clear();
foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>()) foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>())
if (!collider.name.Contains("Clearing") && collider.enabled) { _disabledScenery.Add(collider); collider.enabled = false; } if (!collider.isTrigger && !collider.name.Contains("Clearing") && collider.enabled) { _disabledScenery.Add(collider); collider.enabled = false; }
yield return null; yield return null;
} }
[UnityTearDown] public IEnumerator Teardown() { Object.Destroy(_app.gameObject); yield return null; } [UnityTearDown] public IEnumerator Teardown() { Object.Destroy(_app.gameObject); yield return null; }
@@ -35,7 +35,7 @@ namespace MagnetismHeroes.Tests
_app.Presenter.BindEnvironment(_app.Environment); _app.Presenter.BindEnvironment(_app.Environment);
// Keep the real clearing; isolate movement cases from the unrelated authored props. // Keep the real clearing; isolate movement cases from the unrelated authored props.
foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>()) foreach (var collider in _app.Environment.GetComponentsInChildren<Collider>())
if (!collider.name.Contains("Clearing")) collider.enabled = false; if (!collider.isTrigger && !collider.name.Contains("Clearing")) collider.enabled = false;
yield return null; yield return null;
} }
[UnityTearDown] public IEnumerator Teardown() [UnityTearDown] public IEnumerator Teardown()