private void OnValidate() { if (m_TransformSyncMode < TransformSyncMode.SyncNone || m_TransformSyncMode > TransformSyncMode.SyncCharacterController) { m_TransformSyncMode = TransformSyncMode.SyncTransform; } if (m_SendInterval < 0f) { m_SendInterval = 0f; } if (m_SyncRotationAxis < AxisSyncMode.None || m_SyncRotationAxis > AxisSyncMode.AxisXYZ) { m_SyncRotationAxis = AxisSyncMode.None; } if (m_MovementTheshold < 0f) { m_MovementTheshold = 0f; } if (m_VelocityThreshold < 0f) { m_VelocityThreshold = 0f; } if (m_SnapThreshold < 0f) { m_SnapThreshold = 0.01f; } if (m_InterpolateRotation < 0f) { m_InterpolateRotation = 0.01f; } if (m_InterpolateMovement < 0f) { m_InterpolateMovement = 0.01f; } }
static public Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion rotation = Quaternion.identity; Vector3 rotv = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: rotv.Set(ReadAngle(reader, compression), 0, 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisY: rotv.Set(0, ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisZ: rotv.Set(0, 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXY: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXZ: rotv.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisYZ: rotv.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXYZ: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; } return(rotation); }
public static Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion identity = Quaternion.identity; Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; break; } return(identity); }
static public void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, rot.eulerAngles.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; } }
static public Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 spin = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: spin.Set(ReadAngle(reader, compression), 0, 0); break; case AxisSyncMode.AxisY: spin.Set(0, ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisZ: spin.Set(0, 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXY: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisXZ: spin.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisYZ: spin.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXYZ: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); break; } return(spin); }
void OnValidate() { if (m_TransformSyncMode < TransformSyncMode.SyncNone) { m_TransformSyncMode = TransformSyncMode.SyncTransform; } if (m_SendInterval < 0) { m_SendInterval = 0; } if (m_SyncRotationAxis < AxisSyncMode.None || m_SyncRotationAxis > AxisSyncMode.AxisXYZ) { m_SyncRotationAxis = AxisSyncMode.None; } if (m_MovementTheshold < 0) { m_MovementTheshold = 0.00f; } if (m_SnapThreshold < 0) { m_SnapThreshold = 0.01f; } if (m_InterpolateRotation < 0) { m_InterpolateRotation = 0.01f; } if (m_InterpolateMovement < 0) { m_InterpolateMovement = 0.01f; } }
public static Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); break; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); break; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); break; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); break; } return(zero); }
public static void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, angularVelocity.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; } }
public static void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: { Vector3 eulerAngles12 = rot.eulerAngles; WriteAngle(writer, eulerAngles12.x, compression); break; } case AxisSyncMode.AxisY: { Vector3 eulerAngles11 = rot.eulerAngles; WriteAngle(writer, eulerAngles11.y, compression); break; } case AxisSyncMode.AxisZ: { Vector3 eulerAngles10 = rot.eulerAngles; WriteAngle(writer, eulerAngles10.z, compression); break; } case AxisSyncMode.AxisXY: { Vector3 eulerAngles8 = rot.eulerAngles; WriteAngle(writer, eulerAngles8.x, compression); Vector3 eulerAngles9 = rot.eulerAngles; WriteAngle(writer, eulerAngles9.y, compression); break; } case AxisSyncMode.AxisXZ: { Vector3 eulerAngles6 = rot.eulerAngles; WriteAngle(writer, eulerAngles6.x, compression); Vector3 eulerAngles7 = rot.eulerAngles; WriteAngle(writer, eulerAngles7.z, compression); break; } case AxisSyncMode.AxisYZ: { Vector3 eulerAngles4 = rot.eulerAngles; WriteAngle(writer, eulerAngles4.y, compression); Vector3 eulerAngles5 = rot.eulerAngles; WriteAngle(writer, eulerAngles5.z, compression); break; } case AxisSyncMode.AxisXYZ: { Vector3 eulerAngles = rot.eulerAngles; WriteAngle(writer, eulerAngles.x, compression); Vector3 eulerAngles2 = rot.eulerAngles; WriteAngle(writer, eulerAngles2.y, compression); Vector3 eulerAngles3 = rot.eulerAngles; WriteAngle(writer, eulerAngles3.z, compression); break; } } }
public static Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion identity = Quaternion.identity; Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.None: return identity; case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; } return identity; }
public static void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.AxisX: WriteAngle(writer, angularVelocity.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; } }
public static void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.AxisX: WriteAngle(writer, rot.eulerAngles.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; } }
private void OnValidate() { if ((this.m_TransformSyncMode < TransformSyncMode.SyncNone) || (this.m_TransformSyncMode > TransformSyncMode.SyncCharacterController)) { this.m_TransformSyncMode = TransformSyncMode.SyncTransform; } if (this.m_SendInterval < 0f) { this.m_SendInterval = 0f; } if ((this.m_SyncRotationAxis < AxisSyncMode.None) || (this.m_SyncRotationAxis > AxisSyncMode.AxisXYZ)) { this.m_SyncRotationAxis = AxisSyncMode.None; } if (this.m_MovementTheshold < 0f) { this.m_MovementTheshold = 0f; } if (this.m_SnapThreshold < 0f) { this.m_SnapThreshold = 0.01f; } if (this.m_InterpolateRotation < 0f) { this.m_InterpolateRotation = 0.01f; } if (this.m_InterpolateMovement < 0f) { this.m_InterpolateMovement = 0.01f; } }
public static Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.None: return zero; case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); return zero; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); return zero; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); return zero; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); return zero; } return zero; }