Fix click sorting (#11657)

This commit is contained in:
metalgearsloth
2022-12-19 06:41:04 +11:00
committed by GitHub
parent 8f352f87c2
commit b6a59051dd
4 changed files with 63 additions and 62 deletions

View File

@@ -53,6 +53,9 @@ namespace Content.IntegrationTests.Tests
var clientEntManager = client.ResolveDependency<IEntityManager>();
var serverEntManager = server.ResolveDependency<IEntityManager>();
var eyeManager = client.ResolveDependency<IEyeManager>();
var spriteQuery = clientEntManager.GetEntityQuery<SpriteComponent>();
var xformQuery = clientEntManager.GetEntityQuery<TransformComponent>();
var eye = client.ResolveDependency<IEyeManager>().CurrentEye;
var testMap = await PoolManager.CreateTestMap(pairTracker);
await server.WaitPost(() =>
@@ -69,7 +72,8 @@ namespace Content.IntegrationTests.Tests
await client.WaitPost(() =>
{
clientEntManager.GetComponent<SpriteComponent>(entity).Scale = (scale, scale);
var sprite = spriteQuery.GetComponent(entity);
sprite.Scale = (scale, scale);
// these tests currently all assume player eye is 0
eyeManager.CurrentEye.Rotation = 0;
@@ -77,7 +81,7 @@ namespace Content.IntegrationTests.Tests
var pos = clientEntManager.GetComponent<TransformComponent>(entity).WorldPosition;
var clickable = clientEntManager.GetComponent<ClickableComponent>(entity);
hit = clickable.CheckClick((clickPosX, clickPosY) + pos, out _, out _);
hit = clickable.CheckClick(sprite, xformQuery, (clickPosX, clickPosY) + pos, eye, out _, out _, out _);
});
await server.WaitPost(() =>