< Summary

Class:ECSSystems.ECSSceneBoundsCheckerSystem.ECSOutOfSceneBoundsFeedback_EnabledToggle
Assembly:ECS7Plugin.Systems.ECSSceneBoundsChecker
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/DCLPlugins/ECS7/Systems/SceneBoundsCheckerSystem/OutOfSceneBoundsFeedbackStyle/ECSOutOfSceneBoundsFeedback_EnabledToggle.cs
Covered lines:0
Uncovered lines:16
Coverable lines:16
Total lines:45
Line coverage:0% (0 of 16)
Covered branches:0
Total branches:0
Covered methods:0
Total methods:1
Method coverage:0% (0 of 1)

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
ApplyFeedback(...)0%56700%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/DCLPlugins/ECS7/Systems/SceneBoundsCheckerSystem/OutOfSceneBoundsFeedbackStyle/ECSOutOfSceneBoundsFeedback_EnabledToggle.cs

#LineLine coverage
 1using DCL.ECS7.InternalComponents;
 2using DCL.Models;
 3using System.Collections.Generic;
 4using UnityEngine;
 5
 6namespace ECSSystems.ECSSceneBoundsCheckerSystem
 7{
 8    public class ECSOutOfSceneBoundsFeedback_EnabledToggle : IECSOutOfSceneBoundsFeedbackStyle
 9    {
 10        public void ApplyFeedback(IDCLEntity entity, InternalSceneBoundsCheck sbcComponentModel, bool isVisible, bool is
 11        {
 012            IList<Renderer> renderers = sbcComponentModel.renderers;
 013            KeyValueSet<Collider, uint> physicsColliders = sbcComponentModel.physicsColliders;
 014            KeyValueSet<Collider, uint> pointerColliders = sbcComponentModel.pointerColliders;
 15
 016            if (renderers != null)
 17            {
 018                int count = renderers.Count;
 19
 020                for (var i = 0; i < count; i++)
 21                {
 022                    renderers[i].enabled = isInsideBounds && isVisible;
 23                }
 24            }
 25
 026            if (physicsColliders != null)
 27            {
 028                var pairs = physicsColliders.Pairs;
 029                for (int i = 0; i < pairs.Count; i++)
 30                {
 031                    pairs[i].key.enabled = isInsideBounds;
 32                }
 33            }
 34
 035            if (pointerColliders != null)
 36            {
 037                var pairs = pointerColliders.Pairs;
 038                for (int i = 0; i < pairs.Count; i++)
 39                {
 040                    pairs[i].key.enabled = isInsideBounds;
 41                }
 42            }
 043        }
 44    }
 45}