Add Unity-style GetComponents scripting API
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49
managed/GameScripts/GetComponentsProbe.cs
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49
managed/GameScripts/GetComponentsProbe.cs
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using System;
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using XCEngine;
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namespace Gameplay
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{
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public sealed class GetComponentsProbe : MonoBehaviour
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{
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public int ObservedTransformCount;
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public int ObservedCameraCount;
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public int ObservedCameraCountViaGameObject;
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public int ObservedMarkerCount;
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public int ObservedMeshRendererCount;
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public bool ObservedAllMarkersNonNull;
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public bool ObservedFirstMarkerMatchesGetComponent;
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public bool ObservedMarkerInstancesAreDistinct;
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public bool ObservedTransformBoundToHost;
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public string ObservedFirstMarkerHostName = string.Empty;
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public void Start()
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{
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Transform[] transforms = GetComponents<Transform>();
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Camera[] cameras = GetComponents<Camera>();
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Camera[] camerasViaGameObject = gameObject.GetComponents<Camera>();
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ObjectApiMarkerProbe[] markers = GetComponents<ObjectApiMarkerProbe>();
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MeshRenderer[] meshRenderers = GetComponents<MeshRenderer>();
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ObjectApiMarkerProbe firstMarker = GetComponent<ObjectApiMarkerProbe>();
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ObservedTransformCount = transforms.Length;
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ObservedCameraCount = cameras.Length;
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ObservedCameraCountViaGameObject = camerasViaGameObject.Length;
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ObservedMarkerCount = markers.Length;
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ObservedMeshRendererCount = meshRenderers.Length;
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ObservedAllMarkersNonNull = Array.TrueForAll(markers, marker => marker != null);
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ObservedFirstMarkerMatchesGetComponent = firstMarker != null
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&& markers.Length > 0
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&& ReferenceEquals(markers[0], firstMarker);
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ObservedMarkerInstancesAreDistinct = markers.Length >= 2
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&& !ReferenceEquals(markers[0], markers[1]);
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ObservedTransformBoundToHost = transforms.Length == 1
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&& transforms[0] != null
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&& transforms[0].GameObjectUUID == GameObjectUUID;
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if (markers.Length > 0 && markers[0] != null)
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{
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ObservedFirstMarkerHostName = markers[0].gameObject.name;
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}
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}
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}
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}
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