public Offset <DesiredCarState> ToFlatBuffer(FlatBufferBuilder builder) { int physicsStateOffset = PhysicsState == null ? -1 : PhysicsState.ToFlatBuffer(builder).Value; DesiredCarState.StartDesiredCarState(builder); if (PhysicsState != null) { DesiredCarState.AddPhysics(builder, new Offset <DesiredPhysics>(physicsStateOffset)); } if (Jumped.HasValue) { DesiredCarState.AddJumped(builder, Bool.CreateBool(builder, Jumped.Value)); } if (DoubleJumped.HasValue) { DesiredCarState.AddDoubleJumped(builder, Bool.CreateBool(builder, DoubleJumped.Value)); } if (Boost.HasValue) { DesiredCarState.AddBoostAmount(builder, Float.CreateFloat(builder, Boost.Value)); } return(DesiredCarState.EndDesiredCarState(builder)); }
public Offset <DesiredGameInfoState> ToFlatBuffer(FlatBufferBuilder builder) { DesiredGameInfoState.StartDesiredGameInfoState(builder); if (GameSpeed.HasValue) { DesiredGameInfoState.AddGameSpeed(builder, Float.CreateFloat(builder, GameSpeed.Value)); } if (WorldGravityZ.HasValue) { DesiredGameInfoState.AddWorldGravityZ(builder, Float.CreateFloat(builder, WorldGravityZ.Value)); } if (Paused.HasValue) { DesiredGameInfoState.AddPaused(builder, Bool.CreateBool(builder, Paused.Value)); } if (EndMatch.HasValue) { DesiredGameInfoState.AddEndMatch(builder, Bool.CreateBool(builder, EndMatch.Value)); } return(DesiredGameInfoState.EndDesiredGameInfoState(builder)); }
public static Offset <Vector3Partial> ToFlatBufferPartial(this System.Numerics.Vector3 vector, FlatBufferBuilder builder) { Vector3Partial.StartVector3Partial(builder); Vector3Partial.AddX(builder, Float.CreateFloat(builder, vector.X)); Vector3Partial.AddY(builder, Float.CreateFloat(builder, vector.Y)); Vector3Partial.AddZ(builder, Float.CreateFloat(builder, vector.Z)); return(Vector3Partial.EndVector3Partial(builder)); }
public static Offset <RotatorPartial> ToFlatBuffer(this ObjectRotation rotation, FlatBufferBuilder builder) { RotatorPartial.StartRotatorPartial(builder); RotatorPartial.AddPitch(builder, Float.CreateFloat(builder, rotation.Pitch)); RotatorPartial.AddYaw(builder, Float.CreateFloat(builder, rotation.Yaw)); RotatorPartial.AddRoll(builder, Float.CreateFloat(builder, rotation.Roll)); return(RotatorPartial.EndRotatorPartial(builder)); }
public static Offset <DesiredCarState> ToFlatBuffer(this Player player, FlatBufferBuilder builder) { DesiredCarState.StartDesiredCarState(builder); DesiredCarState.AddPhysics(builder, player.Physics.ToFlatBuffer(builder)); DesiredCarState.AddJumped(builder, Bool.CreateBool(builder, player.Jumped)); DesiredCarState.AddDoubleJumped(builder, Bool.CreateBool(builder, player.DoubleJumped)); DesiredCarState.AddBoostAmount(builder, Float.CreateFloat(builder, player.BoostAmount)); return(DesiredCarState.EndDesiredCarState(builder)); }
public Offset <RotatorPartial> ToFlatBuffer(FlatBufferBuilder builder) { RotatorPartial.StartRotatorPartial(builder); if (Pitch.HasValue) { RotatorPartial.AddPitch(builder, Float.CreateFloat(builder, Pitch.Value)); } if (Yaw.HasValue) { RotatorPartial.AddYaw(builder, Float.CreateFloat(builder, Yaw.Value)); } if (Roll.HasValue) { RotatorPartial.AddRoll(builder, Float.CreateFloat(builder, Roll.Value)); } return(RotatorPartial.EndRotatorPartial(builder)); }
public Offset <Vector3Partial> ToFlatBuffer(FlatBufferBuilder builder) { Vector3Partial.StartVector3Partial(builder); if (X.HasValue) { Vector3Partial.AddX(builder, Float.CreateFloat(builder, X.Value)); } if (Y.HasValue) { Vector3Partial.AddY(builder, Float.CreateFloat(builder, Y.Value)); } if (Z.HasValue) { Vector3Partial.AddZ(builder, Float.CreateFloat(builder, Z.Value)); } return(Vector3Partial.EndVector3Partial(builder)); }
public static Offset <DesiredGameState> ToFlatBuffer(this WorldState worldState, FlatBufferBuilder builder) { DesiredGameState.StartDesiredGameState(builder); DesiredGameState.AddBallState(builder, worldState.Ball.ToFlatBuffer(builder)); DesiredGameInfoState.StartDesiredGameInfoState(builder); DesiredGameInfoState.AddGameSpeed(builder, Float.CreateFloat(builder, worldState.GameSpeed)); DesiredGameInfoState.AddWorldGravityZ(builder, Float.CreateFloat(builder, worldState.WorldGravityZ)); DesiredGameInfoState.EndDesiredGameInfoState(builder); var carStates = new List <Offset <DesiredCarState> >(); foreach (var player in worldState.Players) { carStates.Add(player.ToFlatBuffer(builder)); } var carStateVector = DesiredGameState.CreateCarStatesVector(builder, carStates.ToArray()); DesiredGameState.AddCarStates(builder, carStateVector); return(DesiredGameState.EndDesiredGameState(builder)); }