Example #1
0
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    /// <summary>
    /// Gets the state of the game at the specified frame.
    /// </summary>
    /// <returns>The state.</returns>
    /// <param name="frame">Frame.</param>
    ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    public bool TryGetState(long frame, out FluxStates state)
    {
        KeyValuePair <FluxStates, FluxFrameInput> pair;
        bool result = this.TryGetStateAndInput(frame, out pair);

        state = pair.Key;
        return(result);
    }
Example #2
0
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 /// <summary>
 /// Sets the state of the game at the specified frame.
 /// </summary>
 /// <returns>Whether the state could be set successfully.</returns>
 /// <param name="frame">Frame.</param>
 /// <param name="state">The state.</param>
 /// <param name="input">The input that was applied to the specified state to get the next state.</param>
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 public bool TrySetState(FluxStates state, FluxFrameInput input)
 {
     return(this.TrySetState(new KeyValuePair <FluxStates, FluxFrameInput>(state, input)));
 }
Example #3
0
 public FluxSimpleState(FluxStates state)
 {
     this.p1    = new PlayerInformation((float)state.player1.life, (float)state.player1.gauge, state.player1.shellTransform.position);
     this.p2    = new PlayerInformation((float)state.player2.life, (float)state.player2.gauge, state.player2.shellTransform.position);
     this.frame = state.networkFrame;
 }