< Summary

Class:BIWTranslateGizmos
Assembly:BuilderInWorld
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/BuilderMode/Gizmos/BIWTranslateGizmos.cs
Covered lines:11
Uncovered lines:0
Coverable lines:11
Total lines:35
Line coverage:100% (11 of 11)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
SetSnapFactor(...)0%110100%
TransformEntity(...)0%220100%
GetPositionRoundedToSnapFactor(...)0%10100100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/Controllers/BuilderMode/Gizmos/BIWTranslateGizmos.cs

#LineLine coverage
 1using System.Collections;
 2using System.Collections.Generic;
 3using UnityEngine;
 4
 5public class BIWTranslateGizmos : BIWGizmos
 6{
 7    // Start is called before the first frame update
 1988    public override void SetSnapFactor(BIWGizmosController.SnapInfo snapInfo) { snapFactor = snapInfo.position; }
 9
 10    public override float TransformEntity(Transform entityTransform, BIWGizmosAxis axis, float axisValue)
 11    {
 112        Vector3 initialEntityPosition = entityTransform.position;
 113        if (snapFactor > 0)
 114            initialEntityPosition = GetPositionRoundedToSnapFactor(entityTransform.position, axisValue);
 15
 116        Vector3 move = activeAxis.transform.forward * axisValue;
 117        Vector3 position = initialEntityPosition + move;
 18
 119        entityTransform.position = position;
 20
 121        return axisValue;
 22    }
 23
 24    private Vector3 GetPositionRoundedToSnapFactor(Vector3 position, float axisValue)
 25    {
 126        Vector3 activeAxisVector = GetActiveAxisVector();
 27
 128        position = new Vector3(
 29            activeAxisVector == Vector3.right ? (axisValue >= 0 ? Mathf.Floor(position.x / snapFactor) : Mathf.Ceil(posi
 30            activeAxisVector == Vector3.up ? (axisValue >= 0 ? Mathf.Floor(position.y / snapFactor) : Mathf.Ceil(positio
 31            activeAxisVector == Vector3.back ? (axisValue >= 0 ? Mathf.Floor(position.z / snapFactor) : Mathf.Ceil(posit
 32
 133        return position;
 34    }
 35}