private Command _GenerateFireCommand(bool startShoot) { Command com = new Command(startShoot ? StartShootCode : EndShootCode, this.Agent.Controller.ControllerID); if (startShoot) { com.Add<DefaultData> (new DefaultData(DataType.Int,LockstepManager.FrameCount)); } return com; }
public Command GenerateTurnCommand(Vector3 forwards) { Command com = new Command(this.Data.ListenInputID, this.Agent.Controller.ControllerID); Vector3d vecHeight = new Vector3d(forwards); com.Add<Vector3d>(vecHeight); return com; }
public bool GenerateFireCommand(bool startShoot, out Command com) { if (startShoot) { com = _GenerateFireCommand(true); com.Add<DefaultData> (new DefaultData(DataType.UInt,CurrentShotID)); LSProjectile projectile = ProjectileManager.NDCreateAndFire ( this.ProjCode, ProjectileStartPosition, Turner.GenerateForwards(Turner.CameraController.transform.rotation)); LatencyProjectiles.Add(CurrentShotID,projectile); CurrentShotID++; return true; } else { if (ShootType == ShootType.Chain) { com = _GenerateFireCommand(false); return true; } } com = null; return false; }