/** * \brief Delete a certain number of frames for all the players * \param numFramesToDelete Number of frames to delete * \param bool True to delete the x first frames, False to delete the x last frames registered */ public void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { foreach (RollbackElementRollbackInputBaseActions element in _playerInputList) { element.DeleteFrames(numFramesToDelete, deleteMode); } }
/** * \brief Delete frames in the history. * \param numFramesToDelete number of frames to delete * \param deleteMode Deletion mode */ public void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { if (deleteMode == RollbackManager.DeleteFrameMode.FIT_TO_BUFFER) { if (_size >= RollbackManager.Instance.bufferSize) { deleteMode = RollbackManager.DeleteFrameMode.FIRST_FRAMES; } else { return; } } switch (deleteMode) { case RollbackManager.DeleteFrameMode.FIRST_FRAMES: _tail += numFramesToDelete; _tail = _tail % _history.Length; break; case RollbackManager.DeleteFrameMode.LAST_FRAMES: _head -= numFramesToDelete; if (_head < 0) { _head += _history.Length; } break; } _size -= numFramesToDelete; //That means we deleted all the frames if (_size <= 0) { _size = 0; _head = 0; _tail = 0; } }
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { }
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { _rollbackTimerBetweenShoots.DeleteFrames(numFramesToDelete, deleteMode); }
public override void DeleteFrames(int numFrames, RollbackManager.DeleteFrameMode deleteMode) { calculatedSizes.DeleteFrames(numFrames, deleteMode); }
/** * \brief Delete frames that are no longer useful to the rollback system. * \param numFramesToDelete Number of frames to delete at once. * \param deleteMode Delete mode of the frames * Implementation detail : For every RollbackElement<> present in your script, call the DeleteFrames function of it. */ public abstract void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode);
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteFrameMode) { positionRB.DeleteFrames(numFramesToDelete, deleteFrameMode); }
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { _isActiveRb.DeleteFrames(numFramesToDelete, deleteMode); }
public void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { _currentTime.DeleteFrames(numFramesToDelete, deleteMode); }
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { rbElements.DeleteFrames(numFramesToDelete, deleteMode); }
public override void DeleteFrames(int numFramesToDelete, RollbackManager.DeleteFrameMode deleteMode) { _asteroidSpawnRate.DeleteFrames(numFramesToDelete, deleteMode); }