public static void SyncLeapCancel(ulong currentstate , ulong areaid, Vector3 position, Quaternion rotation, Vector3 line_velocity, Vector3 angular_velocity) { HeroMoveUnit heroMoveUnit = new HeroMoveUnit(); heroMoveUnit.LeapCancel = new LeapCancel(); hm_stream?.Wright(heroMoveUnit, currentstate, areaid, NetHelper.PxVec3ToVec3(position), NetHelper.PxQuatToVec4(rotation), NetHelper.PxVec3ToVec3(line_velocity), NetHelper.PxVec3ToVec3(angular_velocity)); }
public static void SyncHitWall(bool isCollision, ulong currentstate , ulong areaid, Vector3 position, Quaternion rotation, Vector3 line_velocity, Vector3 angular_velocity) { HeroMoveUnit heroMoveUnit = new HeroMoveUnit(); HitWall hitWall = new HitWall(); hitWall.IsHitWall = isCollision; heroMoveUnit.HitWall = hitWall; hm_stream?.Wright(heroMoveUnit, currentstate, areaid, NetHelper.PxVec3ToVec3(position), NetHelper.PxQuatToVec4(rotation), NetHelper.PxVec3ToVec3(line_velocity), NetHelper.PxVec3ToVec3(angular_velocity)); }
public static void SyncDof6Move(Vector3 engine_force, Vector3 orientations, ulong currentstate , ulong areaid, Vector3 position, Quaternion rotation, Vector3 line_velocity, Vector3 angular_velocity) { HeroMoveUnit heroMoveUnit = new HeroMoveUnit(); Dof6Move dof6Move = new Dof6Move(); dof6Move.EngineForce = NetHelper.PxVec3ToVec3(engine_force); dof6Move.EngineTorque = NetHelper.PxVec3ToVec3(orientations); heroMoveUnit.Dof6Move = dof6Move; hm_stream?.Wright(heroMoveUnit, currentstate, areaid, NetHelper.PxVec3ToVec3(position), NetHelper.PxQuatToVec4(rotation), NetHelper.PxVec3ToVec3(line_velocity), NetHelper.PxVec3ToVec3(angular_velocity)); }
public static void SyncMMoMove(Vector3 engine_force, Vector3 orientations, ulong currentstate , ulong areaid, Vector3 position, Quaternion rotation, Vector3 line_velocity, Vector3 angular_velocity) { HeroMoveUnit heroMoveUnit = new HeroMoveUnit(); MMOMove mmoMove = new MMOMove(); mmoMove.EngineAxis = NetHelper.PxVec3ToVec3(engine_force); mmoMove.RotateAxis = NetHelper.PxVec3ToVec3(orientations); heroMoveUnit.MmoMove = mmoMove; hm_stream?.Wright(heroMoveUnit, currentstate, areaid, NetHelper.PxVec3ToVec3(position), NetHelper.PxQuatToVec4(rotation), NetHelper.PxVec3ToVec3(line_velocity), NetHelper.PxVec3ToVec3(angular_velocity)); }