fixed camera and sword animation issue and upgraded to Godot 4.6
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@@ -75,7 +75,7 @@ func _toPackedStringArray(value: Variant) -> PackedStringArray:
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return PackedStringArray([str(value)])
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func _array_equals_div(current: Variant, expected: Variant, case_sensitive: bool = false) -> Array[Array]:
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func _array_equals_div(current: Variant, expected: Variant, case_sensitive: bool = false) -> Array:
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var current_value := _toPackedStringArray(current)
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var expected_value := _toPackedStringArray(expected)
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var index_report := Array()
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@@ -374,24 +374,12 @@ func extractv(...extractors: Array) -> GdUnitArrayAssert:
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_current_value_provider = DefaultValueProvider.new(null)
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else:
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for element: Variant in current:
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var ev: Array[Variant] = [
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG,
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GdUnitTuple.NO_ARG
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]
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var ev: Array[Variant] = []
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for index: int in extractors.size():
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var extractor: GdUnitValueExtractor = extractors[index]
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ev[index] = extractor.extract_value(element)
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ev.append(extractor.extract_value(element))
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if extractors.size() > 1:
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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]))
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extracted_elements.append(GdUnitTuple.new.callv(ev))
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else:
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extracted_elements.append(ev[0])
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_current_value_provider = DefaultValueProvider.new(extracted_elements)
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