public Player(int anID, string aName, float playerHealth, float aSpeed, Vector3 aPos, Quaternion aRot) : base(aName, anID, aSpeed) { health = playerHealth; vect3Ser = vect3Ser.returnVector3Ser(aPos); quatSer = quatSer.returnQuaternionSer(aRot); }
public void Encode() { Road Rd = Road.Instance; StartingLineSegIdx = Rd.StartingLineSegIdx; BuilderPos = new Vector3Serial(Rd.BuilderPos); BuilderRot = new QuaternionSerial(Rd.BuilderRot); IsCircular = Rd.IsCircular; XSecs = new XSecSerial[Rd.XSecs.Count]; for (int Idx = 0; Idx < Rd.XSecs.Count; Idx++) { XSecSerial XS = new XSecSerial(); XS.Encode(Rd.XSecs[Idx]); XSecs[Idx] = XS; } Sectns = new RoadSectionSerial[Rd.Sectns.Count]; for (int Idx = 0; Idx < Rd.Sectns.Count; Idx++) { RoadSectionSerial RSS = new RoadSectionSerial(); RSS.Encode(Rd.Sectns[Idx]); Sectns[Idx] = RSS; } Segs = new RoadSegmentSerial[Rd.Segments.Count]; for (int Idx = 0; Idx < Rd.Segments.Count; Idx++) { RoadSegmentSerial SegS = new RoadSegmentSerial(); SegS.Encode(Rd.Segments[Idx]); Segs[Idx] = SegS; } }
public Player() { base.setID(0); base.setName("unnamed"); health = 100.0f; vect3Ser = vect3Ser.returnVector3Ser(Vector3.zero); quatSer = quatSer.returnQuaternionSer(new Quaternion(0, 0, 0, 0)); base.setSpeed(0); }
public void Encode(PlaceableObject Obj) { Type = Obj.GetType().ToString(); prefab = Obj.prefab; name = Obj.name; pos = new Vector3Serial(Obj.Pos); Scale = new Vector3Serial(Obj.Scale); rot = new QuaternionSerial(Obj.Rot); Addressable = Obj.Addressable; }
//rotation set to the QuaternionSerial public void setRotation(QuaternionSerial aRot) { rotation = quatSer.setQuaternion(aRot.x,aRot.y,aRot.z,aRot.w); }
//rotation set to the QuaternionSerial public void setRotation(QuaternionSerial aRot) { rotation = quatSer.setQuaternion(aRot.x, aRot.y, aRot.z, aRot.w); }