Keep live safety probes active when isolating scenery fixtures
This commit is contained in:
@@ -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()
|
||||||
|
|||||||
Reference in New Issue
Block a user