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using Unity.Netcode.Components;
using Unity.Netcode.TestHelpers.Runtime;
using UnityEngine;
using UnityEngine.TestTools;
using UnityEngine.TestTools.Utils;
using Object = UnityEngine.Object;

namespace Unity.Netcode.RuntimeTests
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}

[Test]
[UnityPlatform(exclude = new[] { RuntimePlatform.Android })] // Tracked in MTT-11361
public void WhenAnticipating_ValueChangesImmediately()
{
var testComponent = GetTestComponent();
var quaternionComparer = new QuaternionEqualityComparer(0.000001f);

testComponent.AnticipateMove(new Vector3(0, 1, 2));
testComponent.AnticipateScale(new Vector3(1, 2, 3));
testComponent.AnticipateRotate(Quaternion.LookRotation(new Vector3(2, 3, 4)));

Assert.AreEqual(new Vector3(0, 1, 2), testComponent.transform.position);
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.transform.localScale);
Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.transform.rotation);
Assert.That(testComponent.transform.rotation, Is.EqualTo(Quaternion.LookRotation(new Vector3(2, 3, 4))).Using(quaternionComparer)); // Quaternion comparer added due to FP precision problems on Android devices.

Assert.AreEqual(new Vector3(0, 1, 2), testComponent.AnticipatedState.Position);
Assert.AreEqual(new Vector3(1, 2, 3), testComponent.AnticipatedState.Scale);
Assert.AreEqual(Quaternion.LookRotation(new Vector3(2, 3, 4)), testComponent.AnticipatedState.Rotation);

Assert.That(testComponent.AnticipatedState.Rotation, Is.EqualTo(Quaternion.LookRotation(new Vector3(2, 3, 4))).Using(quaternionComparer)); // Quaternion comparer added due to FP precision problems on Android devices.
}

[Test]
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