Feature: Add target anchor support for NPC entities
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@@ -10279,6 +10279,7 @@ export function App({
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const applyNpcChange = (
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const applyNpcChange = (
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overrides: {
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overrides: {
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targetable?: boolean;
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targetable?: boolean;
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targetAnchorMode?: NpcTargetAnchorMode;
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modelAssetId?: string | null;
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modelAssetId?: string | null;
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colliderMode?: PlayerStartColliderMode;
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colliderMode?: PlayerStartColliderMode;
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} = {}
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} = {}
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@@ -10291,6 +10292,8 @@ export function App({
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try {
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try {
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const trimmedModelAssetId = npcModelAssetIdDraft.trim();
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const trimmedModelAssetId = npcModelAssetIdDraft.trim();
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const colliderMode = overrides.colliderMode ?? npcColliderModeDraft;
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const colliderMode = overrides.colliderMode ?? npcColliderModeDraft;
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const targetAnchorMode =
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overrides.targetAnchorMode ?? npcTargetAnchorModeDraft;
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const nextEntity = createNpcEntity({
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const nextEntity = createNpcEntity({
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id: selectedNpc.id,
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id: selectedNpc.id,
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@@ -10298,6 +10301,13 @@ export function App({
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actorId: npcActorIdDraft,
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actorId: npcActorIdDraft,
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presence: createNpcAlwaysPresence(),
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presence: createNpcAlwaysPresence(),
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targetable: overrides.targetable ?? selectedNpc.targetable,
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targetable: overrides.targetable ?? selectedNpc.targetable,
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targetAnchor: createNpcTargetAnchor({
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mode: targetAnchorMode,
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offset: readVec3Draft(
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npcTargetAnchorOffsetDraft,
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"NPC target anchor offset"
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)
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}),
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position: snapVec3ToGrid(
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position: snapVec3ToGrid(
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readVec3Draft(entityPositionDraft, "NPC position"),
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readVec3Draft(entityPositionDraft, "NPC position"),
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DEFAULT_GRID_SIZE
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DEFAULT_GRID_SIZE
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