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using UnityEngine;
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using NUnit.Framework;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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public class PhysicsRaycasterTests
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{
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GameObject m_CamGO;
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GameObject m_Collider;
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[SetUp]
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public void TestSetup()
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{
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m_CamGO = new GameObject("PhysicsRaycaster Camera");
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m_Collider = GameObject.CreatePrimitive(PrimitiveType.Cube);
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}
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[Test]
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public void PhysicsRaycasterDoesNotCastOutsideCameraViewRect()
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{
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m_CamGO.transform.position = new Vector3(0, 0, -10);
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m_CamGO.transform.LookAt(Vector3.zero);
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var cam = m_CamGO.AddComponent<Camera>();
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cam.rect = new Rect(0.5f, 0, 0.5f, 1);
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m_CamGO.AddComponent<PhysicsRaycaster>();
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var eventSystem = m_CamGO.AddComponent<EventSystem>();
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// Create an object that will be hit if a raycast does occur.
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m_Collider.transform.localScale = new Vector3(100, 100, 1);
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List<RaycastResult> results = new List<RaycastResult>();
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var pointerEvent = new PointerEventData(eventSystem)
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{
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position = new Vector2(0, 0) // Raycast from the left side of the screen which is outside of the camera's view rect.
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};
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eventSystem.RaycastAll(pointerEvent, results);
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Assert.IsEmpty(results, "Expected no results from a raycast that is outside of the camera's viewport.");
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CamGO);
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GameObject.DestroyImmediate(m_Collider);
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}
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}
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