public ClientReceiveBuffer(float ticksPerSecond) : base() { lerpTimeFactor = (1f / ticksPerSecond) * 1000f; // In ms. jitter = new FloatRollingAverage((int)ticksPerSecond * 3); // the jitter in 3 second lastReceiveTime = NowInTicks; snapshotBuffer = new CircularList <WorldState>(bufferLength); playerStates = new List <PlayerState>(); }
private void Init() { m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>(); fps = new FloatRollingAverage(m_averageSamples); }