Add test case for target assist fading when camera collision occurs
This commit is contained in:
@@ -241,6 +241,39 @@ describe("ThirdPersonNavigationController", () => {
|
||||
controller.deactivate(targetContext);
|
||||
});
|
||||
|
||||
it("fades vertical target assist when camera collision pushes the camera close", () => {
|
||||
const { context } = createRuntimeControllerContext();
|
||||
const controller = new ThirdPersonNavigationController();
|
||||
const targetContext = {
|
||||
...context,
|
||||
resolveThirdPersonCameraCollision: (
|
||||
pivot: Vec3,
|
||||
desiredCameraPosition: Vec3
|
||||
) => ({
|
||||
x: pivot.x + (desiredCameraPosition.x - pivot.x) * 0.12,
|
||||
y: pivot.y + (desiredCameraPosition.y - pivot.y) * 0.12,
|
||||
z: pivot.z + (desiredCameraPosition.z - pivot.z) * 0.12
|
||||
}),
|
||||
resolveThirdPersonTargetAssist: () => ({
|
||||
targetPosition: {
|
||||
x: 0,
|
||||
y: 5,
|
||||
z: 5
|
||||
},
|
||||
strength: 1
|
||||
})
|
||||
};
|
||||
const cameraDirection = new Vector3();
|
||||
|
||||
controller.activate(targetContext);
|
||||
controller.update(1);
|
||||
targetContext.camera.getWorldDirection(cameraDirection);
|
||||
|
||||
expect(cameraDirection.y).toBeLessThan(0.15);
|
||||
|
||||
controller.deactivate(targetContext);
|
||||
});
|
||||
|
||||
|
||||
it("uses the authored movement template speed for third-person motion telemetry", () => {
|
||||
const playerStart = createPlayerStartEntity({
|
||||
|
||||
Reference in New Issue
Block a user