public override void WriteObjectsIdsAndNames()
        {
            var entities = new List <ReplayEntity>();

            var i = 0;

            foreach (var replayEntity in ReplayEntities.Where(replayEntity => !BaseFrame.FrameEntities.Contains(replayEntity)))
            {
                entities.Add(replayEntity);
                i++;
            }

            var j = 0;

            foreach (var replayEntity in BaseFrame.FrameEntities.Where(replayEntity => !ReplayEntities.Contains(replayEntity)))
            {
                entities.Add(replayEntity);
                j++;
            }

            ReplayWriter.Write((byte)(i + j));
            for (var z = 0; z < (i + j); z++)
            {
                ReplayWriter.Write(entities[z].Id);
                if (z < i) // instantiate those
                {
                    ReplayWriter.Write(entities[z].GameObjectName);
                }
                else if (z < (j + i))       // delete those
                {
                    ReplayWriter.Write(""); // u dont need the name for objects to delte cause they exist already
                }
            }
        }
Esempio n. 2
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        public override void WriteObjectsIdsAndNames()
        {
            ReplayWriter.Write(ReplayEntities.Count);

            foreach (var replayEntity in ReplayEntities)
            {
                ReplayWriter.Write(replayEntity.Id);
                ReplayWriter.Write(replayEntity.GameObjectName);
                ReplayWriter.Write(replayEntity.transform.position);
                ReplayWriter.Write(replayEntity.transform.rotation);
            }

            FrameEntities = new List <ReplayEntity>(ReplayEntities);
        }
Esempio n. 3
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 protected void WriteFrameTime(float time)
 {
     ReplayWriter.Write(time);
     //Debug.Log("Frametime Write " + FrameTime);
 }
Esempio n. 4
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 protected void WriteDeltaFrameCount(float deltaFrames)
 {
     ReplayWriter.Write((byte)deltaFrames);
 }
Esempio n. 5
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 public void Write(string path)
 {
     ReplayWriter.Write(this, path);
 }