//Maybe also store Speed?? or something like that? public GameInstantState(Vector3 in_vPosition, Vector3 in_vEulerAngles, string in_szInputSate = "Still", bool in_bSetToZero = false) { m_vPosition = in_vPosition; m_vRotationEulerAngles = in_vEulerAngles; m_dtTimeGenerated = CGlobals.GetGlobalTime(); //The time this message is generated m_szInput = in_szInputSate; //Or the name of the default value. }
public GameInstantState(string in_szMessageContent) { //3 of the first vec3, 3 of the second one, and 1 for Input and 1 for DateTime string [] tmpValue = in_szMessageContent.Split("\t".ToCharArray(), 3 + 3 + 2); //4, as described in User_Update type of message. if (tmpValue.Length != (3 + 3 + 2)) { Debug.LogError("ERROR, the format of the string to construct the GameInstantState was not correct, it was: " + in_szMessageContent); m_vPosition = Vector3.zero; m_vRotationEulerAngles = Vector3.forward; m_dtTimeGenerated = CGlobals.GetGlobalTime(); //The time this message is generated m_szInput = "Still"; //Or the name of the default value. } else { m_vPosition.x = float.Parse(tmpValue[0]); m_vPosition.y = float.Parse(tmpValue[1]); m_vPosition.z = float.Parse(tmpValue[2]); m_vRotationEulerAngles.x = float.Parse(tmpValue[3]); m_vRotationEulerAngles.y = float.Parse(tmpValue[4]); m_vRotationEulerAngles.z = float.Parse(tmpValue[5]); m_dtTimeGenerated = DateTime.Parse(tmpValue[6]); //The time this message is generated m_szInput = tmpValue[7]; //Or the name of the default value. } }
public DateTime m_dtTimeSinceLastHeartBeat; //used to decide if that client must be considered DISCONNECTED. public ClientTimers(bool bTrue = true) { m_dtTimeSinceLastHeartBeat = m_dtTimeSinceLastMessage = CGlobals.GetGlobalTime(); }