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@@ -14,8 +14,8 @@ import {
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getEncounterCharacterBottomOffsetPx,
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getEncounterCharacterOpponentBottom,
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getHostileNpcSceneBottomOffsetPx,
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getMonsterWorldLeft,
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getMirroredStageEntityLeft,
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getMonsterWorldLeft,
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getNpcCombatHpTop,
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getSceneNpcVisualBottomOffsetPx,
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MONSTER_COMBAT_HP_TOP_PX,
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@@ -387,6 +387,53 @@ describe('GameCanvasEntityLayer', () => {
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expect(html).toContain('查看后排乙详情');
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});
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it('hides opposite scene actors while the player exits for a scene transition', () => {
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const html = renderToStaticMarkup(
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<GameCanvasEntityLayer
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companions={[]}
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sceneActAmbientEncounters={[
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createEncounter({ id: 'npc-back-1', npcName: '后排甲' }),
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]}
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currentScenePreset={null}
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sceneTransitionToken={1}
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isSceneTransitionEntering={false}
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isSceneTransitionExiting={true}
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transitionSweepPx={320}
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sceneTransitionExitDurationS={0.2}
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sceneTransitionEntryDurationS={0.2}
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companionAnchorLeft="10%"
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companionAnchorBottom="20%"
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playerBottomOffsetPx={0}
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sceneTransitionPhase="exiting"
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inBattle={false}
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onEntitySelect={null}
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playerLeft="20%"
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playerCharacter={createCharacter()}
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playerHp={100}
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playerMaxHp={100}
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effectivePlayerFacing="right"
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effectivePlayerAnimationState={AnimationState.RUN}
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shouldShowPlayerDialogueIcon={false}
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dialogueIndicator={null}
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npcAffinityEffect={null}
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sceneCombatants={[createHostileNpc({ name: '旧场景敌人' })]}
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monsters={[]}
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getHostileNpcOuterLeft={() => '70%'}
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groundBottom="18%"
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stageLiftPx={68}
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encounter={createEncounter({ id: 'npc-primary', npcName: '主角色' })}
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sideAnchor="15%"
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cameraAnchorX={0}
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monsterAnchorMeters={3.2}
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playerX={0}
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/>,
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);
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expect(html).not.toContain('查看旧场景敌人详情');
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expect(html).not.toContain('查看主角色详情');
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expect(html).not.toContain('查看后排甲详情');
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});
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it('keeps hostile combatant identity stable while attack position changes', () => {
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const sideAnchor = '15%';
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const cameraAnchorX = 0;
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