Esempio n. 1
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 public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
 {
     checkTick     = reader.ReadInt32();
     renderTick    = reader.ReadInt32();
     moveYaw       = reader.ReadFloatQ();
     moveMagnitude = reader.ReadFloatQ();
     lookYaw       = reader.ReadFloat();
     lookPitch     = reader.ReadFloat();
     jump          = reader.ReadBoolean();
     boost         = reader.ReadBoolean();
     sprint        = reader.ReadBoolean();
     primaryFire   = reader.ReadBoolean();
     secondaryFire = reader.ReadBoolean();
     abilityA      = reader.ReadBoolean();
     reload        = reader.ReadBoolean();
     melee         = reader.ReadBoolean();
     use           = reader.ReadBoolean();
     emote         = (CharacterEmote)reader.ReadByte();
     //VR controls
     rightControllerPos = reader.ReadVector3Q();
     leftControllerPos  = reader.ReadVector3Q();
     headsetPos         = reader.ReadVector3Q();
     rightControllerRot = reader.ReadQuaternion();
     leftControllerRot  = reader.ReadQuaternion();
     headsetRot         = reader.ReadQuaternion();
 }
Esempio n. 2
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 public void Deserialize(ref SerializeContext context, ref NetworkReader networkReader)
 {
     checkTick     = networkReader.ReadInt32();
     renderTick    = networkReader.ReadInt32();
     moveYaw       = networkReader.ReadFloatQ();
     moveMagnitude = networkReader.ReadFloatQ();
     lookYaw       = networkReader.ReadFloat();
     lookPitch     = networkReader.ReadFloat();
     buttons.flags = networkReader.ReadUInt32();
 }
Esempio n. 3
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 public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
 {
     state           = (State)reader.ReadInt32();
     actionStartTick = reader.ReadInt32();
     ammoInClip      = reader.ReadInt32();
     fireRate        = reader.ReadFloatQ();
 }
Esempio n. 4
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 public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
 {
     action         = (State)reader.ReadInt32();
     phaseStartTick = reader.ReadInt32();
     ammoInClip     = reader.ReadInt32();
     COF            = reader.ReadFloatQ();
 }
Esempio n. 5
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    public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
    {
        playerId   = reader.ReadInt32();
        playerName = reader.ReadString();
        teamIndex  = reader.ReadInt32();
        score      = reader.ReadInt32();
        refSerializer.DeserializeReference(ref reader, ref controlledEntity);

        displayCountDown  = reader.ReadBoolean();
        countDown         = reader.ReadInt32();
        displayScoreBoard = reader.ReadBoolean();
        displayGameScore  = reader.ReadBoolean();
        displayGameResult = reader.ReadBoolean();
        gameResult        = reader.ReadString();

        displayGoal        = reader.ReadBoolean();
        goalPosition       = reader.ReadVector3Q();
        goalDefendersColor = reader.ReadUInt32();
        goalAttackersColor = reader.ReadUInt32();
        goalAttackers      = reader.ReadUInt32();
        goalDefenders      = reader.ReadUInt32();
        goalString         = reader.ReadString();
        actionString       = reader.ReadString();
        goalCompletion     = reader.ReadFloatQ();
    }
Esempio n. 6
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    public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
    {
        var behaviour = context.entityManager.GetComponentObject <PlayerState>(context.entity);

        behaviour.playerId   = reader.ReadInt32();
        behaviour.playerName = reader.ReadString();
        behaviour.teamIndex  = reader.ReadInt32();
        behaviour.score      = reader.ReadInt32();
        context.refSerializer.DeserializeReference(ref reader, ref behaviour.controlledEntity);

        behaviour.displayScoreBoard = reader.ReadBoolean();
        behaviour.displayGameScore  = reader.ReadBoolean();
        behaviour.displayGameResult = reader.ReadBoolean();
        behaviour.gameResult        = reader.ReadString();

        behaviour.displayGoal        = reader.ReadBoolean();
        behaviour.goalPosition       = reader.ReadVector3Q();
        behaviour.goalDefendersColor = reader.ReadUInt32();
        behaviour.goalAttackersColor = reader.ReadUInt32();
        behaviour.goalAttackers      = reader.ReadUInt32();
        behaviour.goalDefenders      = reader.ReadUInt32();
        behaviour.goalString         = reader.ReadString();
        behaviour.actionString       = reader.ReadString();
        behaviour.goalCompletion     = reader.ReadFloatQ();
    }
Esempio n. 7
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 public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
 {
     action         = (Action)reader.ReadInt32();
     phaseStartTick = reader.ReadInt32();
     ammoInClip     = reader.ReadInt32();
     COF            = reader.ReadFloatQ();
 }
Esempio n. 8
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    public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
    {
        objectiveName = reader.ReadString();

        status   = (Status)reader.ReadByte();
        captured = reader.ReadFloatQ();

        // TODO (petera) replace with proper cross scene reference system
        foreach (var i in CapturePointReference.capturePointReferences)
        {
            if (i.index == captureIndex && i.animator != null)
            {
                int captured = 0;
                if (status == Status.Capturing || status == Status.Contested)
                {
                    captured = 1;
                }
                else if (status == Status.Completed)
                {
                    captured = 2;
                }
                i.animator.SetInteger("Captured", captured);
            }
        }
    }
Esempio n. 9
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    public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
    {
        var behaviour = context.entityManager.GetComponentObject <CapturePoint>(context.entity);

        behaviour.objectiveName = reader.ReadString();

        behaviour.status   = (CapturePoint.Status)reader.ReadByte();
        behaviour.captured = reader.ReadFloatQ();

        // TODO (petera) replace with proper cross scene reference system
        foreach (var i in CapturePointReference.capturePointReferences)
        {
            if (i.index == behaviour.captureIndex && i.animator != null)
            {
                int captured = 0;
                if (behaviour.status == CapturePoint.Status.Capturing || behaviour.status == CapturePoint.Status.Contested)
                {
                    captured = 1;
                }
                else if (behaviour.status == CapturePoint.Status.Completed)
                {
                    captured = 2;
                }
                i.animator.SetInteger("Captured", captured);
            }
        }
    }
Esempio n. 10
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    public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
    {
        center = reader.ReadVector3Q();
        radius = reader.ReadFloatQ();
        var v = reader.ReadVector3Q();

        color = new Color(v.x, v.y, v.z);
    }
Esempio n. 11
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 public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
 {
     phase           = (Phase)reader.ReadInt32();
     phaseStartTick  = reader.ReadInt32();
     ammoInClip      = reader.ReadInt32();
     reloadRequested = reader.ReadBoolean() ? 1 : 0;
     fireRate        = reader.ReadFloatQ();
 }
Esempio n. 12
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 public void Deserialize(ref NetworkReader networkReader, IEntityReferenceSerializer refSerializer, int tick)
 {
     checkTick     = networkReader.ReadInt32();
     renderTick    = networkReader.ReadInt32();
     moveYaw       = networkReader.ReadFloatQ();
     moveMagnitude = networkReader.ReadFloatQ();
     lookYaw       = networkReader.ReadFloat();
     lookPitch     = networkReader.ReadFloat();
     jump          = networkReader.ReadBoolean();
     boost         = networkReader.ReadBoolean();
     sprint        = networkReader.ReadBoolean();
     primaryFire   = networkReader.ReadBoolean();
     secondaryFire = networkReader.ReadBoolean();
     abilityA      = networkReader.ReadBoolean();
     reload        = networkReader.ReadBoolean();
     melee         = networkReader.ReadBoolean();
     use           = networkReader.ReadBoolean();
 }
 public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
 {
     Position   = reader.ReadVector3Q();
     Rotation   = reader.ReadQuaternionQ();
     Velocity   = reader.ReadFloatQ();
     IsTake     = reader.ReadBoolean();
     IsSlice    = reader.ReadBoolean();
     IsClean    = reader.ReadBoolean();
     IsThrow    = reader.ReadBoolean();
     MaterialId = reader.ReadUInt16();
 }
Esempio n. 14
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    public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
    {
        position = reader.ReadVector3Q();
        rotation = reader.ReadFloatQ();
        aimYaw   = reader.ReadFloatQ();
        aimPitch = reader.ReadFloatQ();
        moveYaw  = reader.ReadFloatQ();

        charLocoState  = (CharacterPredictedData.LocoState)reader.ReadInt32();
        charLocoTick   = reader.ReadInt32();
        charAction     = (CharacterPredictedData.Action)reader.ReadInt32();
        charActionTick = reader.ReadInt32();
        sprinting      = reader.ReadBoolean() ? 1 : 0;
        sprintWeight   = reader.ReadFloatQ();

        damageTick      = reader.ReadInt32();
        damageDirection = reader.ReadFloatQ();

        //moveAngleLocal = reader.ReadFloatQ();
        //shootPoseWeight = reader.ReadFloatQ();
        //locomotionVector = reader.ReadVector2Q();
        //locomotionPhase = reader.ReadFloatQ();
        //banking = reader.ReadFloatQ();
        //landAnticWeight = reader.ReadFloatQ();
        //turnStartAngle = reader.ReadFloatQ();
        //turnDirection = reader.ReadInt16();
        //squashTime = reader.ReadFloatQ();
        //squashWeight = reader.ReadFloatQ();
        //inAirTime = reader.ReadFloatQ();
        //jumpTime = reader.ReadFloatQ();
        //simpleTime = reader.ReadFloatQ();
        //footIkOffset = reader.ReadVector2Q();
        //footIkNormalLeft = reader.ReadVector3Q();
        //footIkNormaRight = reader.ReadVector3Q();
    }
Esempio n. 15
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    public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
    {
        position = reader.ReadVector3Q();
        rotation = reader.ReadFloatQ();
        aimYaw   = reader.ReadFloatQ();
        aimPitch = reader.ReadFloatQ();
        moveYaw  = reader.ReadFloatQ();

        charLocoState  = (CharPredictedStateData.LocoState)reader.ReadInt32();
        charLocoTick   = reader.ReadInt32();
        charAction     = (CharPredictedStateData.Action)reader.ReadInt32();
        charActionTick = reader.ReadInt32();
        sprinting      = reader.ReadBoolean() ? 1 : 0;
        sprintWeight   = reader.ReadFloatQ();

        damageTick      = reader.ReadInt32();
        damageDirection = reader.ReadFloatQ();

        moveAngleLocal   = reader.ReadFloatQ();
        shootPoseWeight  = reader.ReadFloatQ();
        locomotionVector = reader.ReadVector2Q();
        locomotionPhase  = reader.ReadFloatQ();
        banking          = reader.ReadFloatQ();
        landAnticWeight  = reader.ReadFloatQ();
        turnStartAngle   = reader.ReadFloatQ();
        turnDirection    = reader.ReadInt16();
        squashTime       = reader.ReadFloatQ();
        squashWeight     = reader.ReadFloatQ();
        inAirTime        = reader.ReadFloatQ();
        jumpTime         = reader.ReadFloatQ();
        simpleTime       = reader.ReadFloatQ();
        footIkOffset     = reader.ReadVector2Q();
        footIkNormalLeft = reader.ReadVector3Q();
        footIkNormaRight = reader.ReadVector3Q();
    }
Esempio n. 16
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 public void Deserialize(ref NetworkReader reader, IEntityReferenceSerializer refSerializer, int tick)
 {
     resetCommandTick      = reader.ReadInt32();
     resetCommandLookYaw   = reader.ReadFloatQ();
     resetCommandLookPitch = reader.ReadFloatQ();
 }
Esempio n. 17
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 public void Deserialize(ref SerializeContext context, ref NetworkReader reader)
 {
     resetCommandTick      = reader.ReadInt32();
     resetCommandLookYaw   = reader.ReadFloatQ();
     resetCommandLookPitch = reader.ReadFloatQ();
 }
Esempio n. 18
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        unsafe public static void ReadAndAssertValues(List <object> values, uint[] buffer, NetworkSchema schema)
        {
            fixed(uint *buf = buffer)
            {
                NetworkReader reader = new NetworkReader(buf, schema);

                for (int j = 0; j < schema.numFields; ++j)
                {
                    var value = values[j];
                    var field = schema.fields[j];
                    if (value is bool)
                    {
                        Assert.AreEqual(value, reader.ReadBoolean());
                    }
                    else if (value is byte)
                    {
                        Assert.AreEqual(value, reader.ReadByte());
                    }
                    else if (value is ushort)
                    {
                        Assert.AreEqual(value, reader.ReadUInt16());
                    }
                    else if (value is short)
                    {
                        Assert.AreEqual(value, reader.ReadInt16());
                    }
                    else if (value is uint)
                    {
                        Assert.AreEqual(value, reader.ReadUInt32());
                    }
                    else if (value is int)
                    {
                        Assert.AreEqual(value, reader.ReadInt32());
                    }
                    else if (value is float)
                    {
                        var expected = (float)value;
                        if (field.delta)
                        {
                            var actual = reader.ReadFloatQ();
                            Assert.IsTrue(Math.Abs(actual - expected) < Math.Pow(10, -field.precision));
                        }
                        else
                        {
                            var actual = reader.ReadFloat();
                            Assert.AreEqual(expected, actual);
                        }
                    }
                    else if (value is Vector2)
                    {
                        var expected = (Vector2)value;
                        if (field.delta)
                        {
                            var actual = reader.ReadVector2Q();
                            Assert.IsTrue(Math.Abs(actual.x - expected.x) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.y - expected.y) < Math.Pow(10, -field.precision));
                        }
                        else
                        {
                            var actual = reader.ReadVector2();
                            Assert.AreEqual(expected.x, actual.x);
                            Assert.AreEqual(expected.y, actual.y);
                        }
                    }
                    else if (value is Vector3)
                    {
                        var expected = (Vector3)value;
                        if (field.delta)
                        {
                            var actual = reader.ReadVector3Q();
                            Assert.IsTrue(Math.Abs(actual.x - expected.x) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.y - expected.y) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.z - expected.z) < Math.Pow(10, -field.precision));
                        }
                        else
                        {
                            var actual = reader.ReadVector3();
                            Assert.AreEqual(expected.x, actual.x);
                            Assert.AreEqual(expected.y, actual.y);
                            Assert.AreEqual(expected.z, actual.z);
                        }
                    }
                    else if (value is Quaternion)
                    {
                        var expected = (Quaternion)value;

                        if (field.delta)
                        {
                            var actual = reader.ReadQuaternionQ();
                            Assert.IsTrue(Math.Abs(actual.x - expected.x) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.y - expected.y) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.z - expected.z) < Math.Pow(10, -field.precision));
                            Assert.IsTrue(Math.Abs(actual.w - expected.w) < Math.Pow(10, -field.precision));
                        }
                        else
                        {
                            var actual = reader.ReadQuaternion();
                            Assert.AreEqual(expected.x, actual.x);
                            Assert.AreEqual(expected.y, actual.y);
                            Assert.AreEqual(expected.z, actual.z);
                            Assert.AreEqual(expected.w, actual.w);
                        }
                    }
                    else if (value is string)
                    {
                        var actual = reader.ReadString(1024);
                        if (value != null)
                        {
                            Assert.AreEqual(value, actual);
                        }
                        else
                        {
                            Assert.AreEqual("", actual);
                        }
                    }
                    else if (value is byte[])
                    {
                        var expected = (byte[])value;
                        var actual   = new byte[10];
                        var length   = reader.ReadBytes(actual, 0, 1024);
                        Assert.AreEqual(10, length);
                        for (int b = 0; b < 10; ++b)
                        {
                            Assert.AreEqual(expected[b], actual[b]);
                        }
                    }
                    else if (value == null && field.fieldType == NetworkSchema.FieldType.String)
                    {
                        var actual = reader.ReadString(1024);
                        Assert.AreEqual("", actual);
                    }
                    else
                    {
                        Assert.Fail();
                    }
                }
            }
        }