docs: sync rendering pass execution docs
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35
managed/GameScripts/TagLayerProbe.cs
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35
managed/GameScripts/TagLayerProbe.cs
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using XCEngine;
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namespace Gameplay
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{
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public sealed class TagLayerProbe : MonoBehaviour
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{
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public string ObservedInitialTag = string.Empty;
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public int ObservedInitialLayer = -1;
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public bool ObservedInitialCompareTag;
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public bool ObservedGameObjectRouteMatches;
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public string ObservedUpdatedTag = string.Empty;
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public int ObservedUpdatedLayer = -1;
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public bool ObservedUpdatedCompareTag;
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public bool ObservedOriginalTagRejected;
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public bool ObservedEmptyTagRejected;
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public void Start()
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{
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ObservedInitialTag = tag;
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ObservedInitialLayer = layer;
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ObservedInitialCompareTag = CompareTag("Enemy");
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ObservedGameObjectRouteMatches = gameObject.tag == tag
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&& gameObject.layer == layer;
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tag = "Player";
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layer = 33;
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ObservedUpdatedTag = gameObject.tag;
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ObservedUpdatedLayer = gameObject.layer;
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ObservedUpdatedCompareTag = gameObject.CompareTag("Player");
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ObservedOriginalTagRejected = !CompareTag("Enemy");
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ObservedEmptyTagRejected = !CompareTag(string.Empty);
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}
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}
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}
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