Exemple #1
0
 public OtherPlayerState UpdateState(float progression, OtherPlayerState target)
 {
     return(new OtherPlayerState(
                Vector3.Lerp(Position, target.Position, progression),
                target.Rotation
                ));
 }
        protected override OtherPlayersStates DeserializeData(byte[] bytes)
        {
            lock (this) {
                Dictionary <int, OtherPlayerState> actions;
                float timeStamp;
                try {
                    buffer.LoadBytes(bytes);
                    buffer.ToRead();

                    timeStamp = buffer.ReadFloat(_timeStampMin, _timeStampMax, _timeStampPrecision);
                    var amount = buffer.ReadInt(_minPlayers, _maxPlayers);

                    actions = new Dictionary <int, OtherPlayerState>(amount);
                    for (int i = 0; i < amount; i++)
                    {
                        var player = buffer.ReadInt(_minPlayers, _maxPlayers);

                        var posX = buffer.ReadFloat(_positionMin, _positionMax, _positionPrecision);
                        var posY = buffer.ReadFloat(_positionMin, _positionMax, _positionPrecision);
                        var posZ = buffer.ReadFloat(_positionMin, _positionMax, _positionPrecision);

                        var rotX = buffer.ReadFloat(_minRot, _maxRot, _stepRot);
                        var rotY = buffer.ReadFloat(_minRot, _maxRot, _stepRot);
                        var rotZ = buffer.ReadFloat(_minRot, _maxRot, _stepRot);


                        actions[player] =
                            new OtherPlayerState(
                                new Vector3(posX, posY, posZ),
                                Quaternion.Euler(rotX, rotY, rotZ)
                                );
                    }
                } catch (Exception e) {
                    Debug.LogError(e);
                    throw;
                }

                return(new OtherPlayersStates(timeStamp, actions));
            }
        }