fixed camera and sword animation issue and upgraded to Godot 4.6
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This commit is contained in:
2026-01-27 17:47:19 +01:00
parent 056a68b0ad
commit caeae26a09
335 changed files with 3035 additions and 2221 deletions

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@@ -75,7 +75,7 @@ func _toPackedStringArray(value: Variant) -> PackedStringArray:
return PackedStringArray([str(value)])
func _array_equals_div(current: Variant, expected: Variant, case_sensitive: bool = false) -> Array[Array]:
func _array_equals_div(current: Variant, expected: Variant, case_sensitive: bool = false) -> Array:
var current_value := _toPackedStringArray(current)
var expected_value := _toPackedStringArray(expected)
var index_report := Array()
@@ -374,24 +374,12 @@ func extractv(...extractors: Array) -> GdUnitArrayAssert:
_current_value_provider = DefaultValueProvider.new(null)
else:
for element: Variant in current:
var ev: Array[Variant] = [
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG,
GdUnitTuple.NO_ARG
]
var ev: Array[Variant] = []
for index: int in extractors.size():
var extractor: GdUnitValueExtractor = extractors[index]
ev[index] = extractor.extract_value(element)
ev.append(extractor.extract_value(element))
if extractors.size() > 1:
extracted_elements.append(GdUnitTuple.new(ev[0], ev[1], ev[2], ev[3], ev[4], ev[5], ev[6], ev[7], ev[8], ev[9]))
extracted_elements.append(GdUnitTuple.new.callv(ev))
else:
extracted_elements.append(ev[0])
_current_value_provider = DefaultValueProvider.new(extracted_elements)