Esempio n. 1
0
        /// <summary>
        /// Called by the replay system when the object should return to a previous state.
        /// </summary>
        /// <param name="state">The state object to deserialize the animator from</param>
        public override void OnReplayDeserialize(ReplayState state)
        {
            // Check for animator
            if (observedAnimator == null)
            {
                return;
            }

            // Read the number of layers
            int layerCount = state.Read32();

            // Check if we need to reallocate
            if (layerCount > animatorStates.Length)
            {
                animatorStates = new ReplayAnimatorState[layerCount];
            }

            // Read all layer information
            for (int i = 0; i < layerCount; i++)
            {
                // Update last values
                animatorStates[i].lastHash           = animatorStates[i].targetHash;
                animatorStates[i].lastNormalizedTime = animatorStates[i].targetNormalizedTime;

                // Deserialize animator values
                animatorStates[i].targetHash           = state.Read32();
                animatorStates[i].targetNormalizedTime = state.ReadFloat();
            }

            // Check for paused
            if (ReplayManager.IsPaused == true)
            {
                observedAnimator.speed = 0;
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Deserializes all active <see cref="ReplayVariable"/> from the state.
        /// </summary>
        /// <param name="state">The <see cref="ReplayState"/> to read the variable data from</param>
        protected virtual void ReplayDeserializeVariables(ReplayState state)
        {
            // Get the size
            short size = state.Read16();

            // Read all variables
            for (int i = 0; i < size; i++)
            {
                bool matchedVariable = false;

                // Read the variable name hash
                int variableHash = state.Read32();

                // Check for matching variable
                foreach (ReplayVariable variable in replayVariables)
                {
                    // We have found a matching variable
                    if (variable.Name.GetHashCode() == variableHash)
                    {
                        // Deserialize the variable
                        variable.OnReplayDeserialize(state);
                        matchedVariable = true;

                        break;
                    }
                }

                // We failed to resolve the state - we cannot continue reading because the state contains invalid data
                if (matchedVariable == false)
                {
                    break;
                }
            }
        }