< Summary

Class:DCL.ECSComponents.ProtoConvertUtils
Assembly:ECSComponents.Utils
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/DCLPlugins/ECS7/ECSComponents/Utils/ProtoConvertUtils.cs
Covered lines:21
Uncovered lines:12
Coverable lines:33
Total lines:116
Line coverage:63.6% (21 of 33)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
ToPBRaycasHit(...)0%2100%
ToPBRaycasHit(...)0%3.043083.33%
UnityVectorToPBVector(...)0%110100%
PBVectorToUnityVector(...)0%110100%
PBCameraEnumToUnityEnum(...)0%5.673033.33%
UnityEnumToPBCameraEnum(...)0%330100%
ToUnityColor(...)0%110100%
ToUnityColor(...)0%110100%
ToFontName(...)0%110100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/DCLPlugins/ECS7/ECSComponents/Utils/ProtoConvertUtils.cs

#LineLine coverage
 1using DCL.CameraTool;
 2using DCL.Helpers;
 3using Decentraland.Common;
 4using UnityEngine;
 5using Vector3 = Decentraland.Common.Vector3;
 6
 7namespace DCL.ECSComponents
 8{
 9    public static class ProtoConvertUtils
 10    {
 11        public static RaycastHit ToPBRaycasHit(long entityId, string meshName, Ray ray, HitInfo rawHit)
 12        {
 013            var hit = new RaycastHit();
 014            hit.Length = rawHit.distance;
 015            hit.Origin = UnityVectorToPBVector(ray.origin);
 016            hit.EntityId = (int)entityId;
 017            hit.MeshName = meshName;
 018            hit.Position = UnityVectorToPBVector(rawHit.point);
 019            hit.NormalHit = UnityVectorToPBVector(rawHit.normal);
 020            hit.Direction = UnityVectorToPBVector(ray.direction);
 21
 022            return hit;
 23        }
 24
 25        public static RaycastHit ToPBRaycasHit(long entityId, string meshName, Ray ray,
 26            float hitDistance, UnityEngine.Vector3 hitPoint, UnityEngine.Vector3 hitNormal, bool isValidEntity = true)
 27        {
 2128            var ret = new RaycastHit
 29            {
 30                Length = hitDistance,
 31                Origin = UnityVectorToPBVector(ray.origin),
 32                Position = UnityVectorToPBVector(hitPoint),
 33                NormalHit = UnityVectorToPBVector(hitNormal),
 34                Direction = UnityVectorToPBVector(ray.direction)
 35            };
 36
 2137            if (isValidEntity)
 38            {
 1939                ret.EntityId = entityId;
 40            }
 2141            if (!string.IsNullOrEmpty(meshName))
 42            {
 043                ret.MeshName = meshName;
 44            }
 45
 2146            return ret;
 47        }
 48
 49        public static Vector3 UnityVectorToPBVector(UnityEngine.Vector3 original)
 50        {
 8451            Vector3 vector = new Vector3();
 8452            vector.X = original.x;
 8453            vector.Y = original.y;
 8454            vector.Z = original.z;
 8455            return vector;
 56        }
 57
 58        public static UnityEngine.Vector3 PBVectorToUnityVector(Vector3 original)
 59        {
 660            UnityEngine.Vector3 vector = new UnityEngine.Vector3();
 661            vector.x = original.X;
 662            vector.y = original.Y;
 663            vector.z = original.Z;
 664            return vector;
 65        }
 66
 67        public static CameraMode.ModeId PBCameraEnumToUnityEnum(CameraType mode)
 68        {
 69            switch (mode)
 70            {
 71                case CameraType.CtFirstPerson:
 472                    return CameraMode.ModeId.FirstPerson;
 73                case CameraType.CtThirdPerson:
 074                    return CameraMode.ModeId.ThirdPerson;
 75                default:
 076                    return CommonScriptableObjects.cameraMode.Get();
 77            }
 78        }
 79
 80        public static CameraType UnityEnumToPBCameraEnum(CameraMode.ModeId mode)
 81        {
 82            switch (mode)
 83            {
 84                case CameraMode.ModeId.FirstPerson:
 185                    return CameraType.CtFirstPerson;
 86                case CameraMode.ModeId.ThirdPerson:
 87                default:
 788                    return CameraType.CtThirdPerson;
 89            }
 90        }
 91
 92        public static Color ToUnityColor(this Color3 color)
 93        {
 7094            return new Color(color.R, color.G, color.B);
 95        }
 96
 97        public static Color ToUnityColor(this Color4 color)
 98        {
 2699            return new Color(color.R, color.G, color.B, color.A);
 100        }
 101
 102        public static string ToFontName(this Font font)
 103        {
 104            // TODO: add support for the rest of the fonts and discuss old font deprecation
 105            const string SANS_SERIF = "SansSerif";
 106
 107            switch (font)
 108            {
 109                case Font.FSansSerif:
 22110                    return SANS_SERIF;
 111                default:
 112                    return SANS_SERIF;
 113            }
 114        }
 115    }
 116}