internal void InvokeFrameSyncDataInitialize(FrameSyncGame game) { foreach (IFrameSyncData frameSyncData in _frameSyncDatas) { frameSyncData.FrameSyncDataInitialize(game); } }
public override void Update(FrameSyncGame game, FrameSyncInput input, FrameSyncUpdateType updateType) { foreach (var pair in _behaviours) { StaticFrameSyncBehaviour behaviour = pair.Value; if (!behaviour._isInitialized) { behaviour.InvokeFrameSyncDataInitialize(game); } behaviour.InvokeFrameSyncFixedUpdate(input, updateType); } }
private void Awake() { _engine = new FrameSyncEngine(); OnFrameSyncEngineCreated(_engine); _engine.SetInputSaveHandler(SaveInput); _game = new FrameSyncGame(_engine._input); OnFrameSyncGameCreated(_game, null); OnFrameSyncGameWillStart(); StartGame(); }
public override void Update(FrameSyncGame game, FrameSyncInput input, FrameSyncUpdateType updateType) { foreach (var pair in _behaviours) { DynamicFrameSyncBehaviour behaviour = pair.Value; if (behaviour.hasBufferedToRemove) { continue; } if (!behaviour._isInitialized) { behaviour.InvokeFrameSyncDataInitialize(game); } behaviour.InvokeFrameSyncFixedUpdate(input, updateType); } foreach (DynamicFrameSyncBehaviour behaviour in _bufferedNewBehaviours) { if (!behaviour._isInitialized) { behaviour.InvokeFrameSyncDataInitialize(game); } behaviour.InvokeFrameSyncFixedUpdate(input, updateType); _behaviours.Add(behaviour.FrameSyncBehaviourID, behaviour); } foreach (DynamicFrameSyncBehaviour behaviour in _bufferedRemovedBehaviours) { Remove(behaviour); } _bufferedNewBehaviours.Clear(); _bufferedRemovedBehaviours.Clear(); }
internal void SetFrameSyncGame(FrameSyncGame game) { _game = game; }
public virtual void Update(FrameSyncGame game, FrameSyncInput input, FrameSyncUpdateType updateType) { }
public abstract void OnCollectLocalPlayerInputs(FrameSyncInput input, FrameSyncGame game);
public abstract void OnFrameSyncGameCreated(FrameSyncGame game, FrameSyncReplay replay);