void Update() { if (isServer) { skills.Tick(Time.deltaTime); SkillUseProcentage = skills.castProcentage; } if (isLocalPlayer) { if (Input.GetMouseButtonDown(1)) { Ray targetRay = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(targetRay, out hit, Mathf.Infinity)) { if (selectedSkillId != 0) { Vector3Serializer target = new Vector3Serializer(); target.Fill(hit.point); CmdSkillUse(selectedSkillId, target); selectedSkillId = 0; } else { target = hit.point; GameObject tap = (Instantiate(clik, target, Quaternion.Euler(-90, 0, 0)) as GameObject); Destroy(tap, 1f); CmdMovePlayer(target); } } } } }
public ToFilePhysicsRecorder() { _vectorSerializer = new Vector3Serializer(); _quaternionSerializer = new QuaternionSerializer(); _vectorFileStream = new StreamWriter(File.Open("debug_scene_02_vector.txt", FileMode.Create)); _quaternionFileStream = new StreamWriter(File.Open("debug_scene_02_quaternion.txt", FileMode.Create)); }
public Unit(Vector3 pos,Quaternion rotate,float Scale,string prefab_name) { position = new Vector3Serializer(pos); rotation = new QuaternionSerializer(rotate); scale = Scale; prefabName = prefab_name; }
public Save CreateSaveGameObject() { //fuzhi (); Save save = new Save(); save.cishu = num_shengyu; int i = 0; foreach (GameObject targetGameObject in objList) { Vector3Serializer v3 = new Vector3Serializer(); v3.Fill(targetGameObject.transform.position); save.livingTargetPositions.Add(v3); save.livingzidian.Add(zd[i]); i++; } //Debug.Log (save.livingzidian.Count); Debug.Log(save.livingzidian[0].pd); int j = 0; foreach (zidian zz in zdzb) { save.zdd.Add(zdzb [j]); j++; } return(save); }
static public Vector3Serializer packVec3(Vector3 v) { Vector3Serializer vs = new Vector3Serializer(); vs.x = v.x; vs.y = v.y; vs.z = v.z; return(vs); }
public SaveHatFlairEntry(GameObject hat, HatFlair flair) { this.id = flair.FlairId; Transform originalParent = flair.transform.parent; flair.transform.parent = hat.transform; this.position = new Vector3Serializer().Fill(flair.transform.localPosition); this.rotation = new QuaternionSerializer().Fill(flair.transform.localRotation); flair.transform.parent = originalParent; this.icon = flair.flairIcon; this.size = flair.flairSize; this.shiny = flair.flairShiny == 1; }
public AvatarMessage(Dictionary <KinectWrapper.NuiSkeletonPositionIndex, Transform> tr, Vector3 position, NetworkAvatarController.AvatarMotionMode motionMode) { Rotations = new QuaternionSerializer[tr.Count]; Positions = new Vector3Serializer[tr.Count]; Bones = new int[tr.Count]; Position = new Vector3Serializer(position); for (var i = 0; i < tr.Count; i++) { Bones[i] = (int)tr.Keys.ElementAt(i); Positions[i] = new Vector3Serializer(tr[(KinectWrapper.NuiSkeletonPositionIndex)Bones[i]].position); Rotations[i] = new QuaternionSerializer(tr[(KinectWrapper.NuiSkeletonPositionIndex)Bones[i]].rotation); } // quck fix for avoiding persistance of bad joint positions when going from a motion mode to another this.avatarMotionMode = motionMode; }
public SerializableXMLElement(string key, string guid, Vector3 pos, Vector3 forward, Vector3 up, Vector3 right) { _key = key; _guid = guid; _usetarget = false; _position = new Vector3Serializer(); _position.Fill(pos); _forward = new Vector3Serializer(); _forward.Fill(forward); _up = new Vector3Serializer(); _up.Fill(up); _right = new Vector3Serializer(); _right.Fill(right); }
public void Load() { if (File.Exists(Application.persistentDataPath + "/saves.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/saves.dat", FileMode.Open); playerData data = (playerData)bf.Deserialize(file); file.Close(); tutorial = data.tutorial; inCorso = data.inCorso; punteggio = data.punteggio; giocate = data.giocate; score = data.score; partita = data.partita; setpalla = data.setpalla; velocitaInz = data.velocitaInz; pallaVel = data.pallaVel; pallaPos = data.pallaPos; puntatore = data.puntatore; } }
static public Vector3 unpackVec3(Vector3Serializer v) { return(new Vector3(v.x, v.y, v.z)); }
public PositionUpdate(int affectedPlayer, Vector3 position, Quaternion rotation, Vector3 vel) : base(affectedPlayer) { this.pos = position; this.rot = rotation; this.vel = vel; }
public PositionUpdate(int affectedPlayer) : base(affectedPlayer) { vel = new Vector3(); pos = new Vector3(); rot = new Quaternion(); }
void CmdSkillUse(int id, Vector3Serializer v3) { skills.SkillUse(id, v3.V3, transform.position, playerId); }
public RemotePoint(Vector3 p, Quaternion r, int i) { this.position = p; this.rotation = r; this.index = i; }
public void Setup() { _serializer = new Vector3Serializer(); }