public void Deserialize(SerializationBuffer buf) { AtTick = buf.ReadInt(); FiringPlayerId = buf.ReadInt(); FiringRotation = buf.ReadQuaternion(); HitCharacterId = buf.ReadInt(); }
private void DeserializeGlobalSnapshot(SerializationBuffer buf, out int receivedTick) { receivedTick = buf.ReadInt(); int indexForReceivedTick = GetSnapshotIndexForTick(receivedTick); // Commands snapshot int commandsCount = buf.ReadInt(); for (int i = 0; i < commandsCount; i++) { int commandsPlayerId = buf.ReadInt(); // Don't override commands from local players IdentifiedData <CMD> tmpPlayerCommands = new IdentifiedData <CMD>(); tmpPlayerCommands.DataId = commandsPlayerId; tmpPlayerCommands.DataStruct.ReadFromBuffer(buf); for (int j = 0; j < SnapshotsRingBuffer[indexForReceivedTick].CommandsSnapshot.PlayerCommands.Count; j++) { if (SnapshotsRingBuffer[indexForReceivedTick].CommandsSnapshot.PlayerCommands[j].DataId == commandsPlayerId) { SnapshotsRingBuffer[indexForReceivedTick].CommandsSnapshot.PlayerCommands[j] = tmpPlayerCommands; break; } } } // World snapshot SnapshotsRingBuffer[indexForReceivedTick].WorldSnapshot.ReadFromBuffer(buf); }
public void Deserialize(SerializationBuffer buf) { CharacterId = buf.ReadInt(); ForPlayerId = buf.ReadInt(); SpawnPosition = buf.ReadVector3(); SpawnRotation = buf.ReadQuaternion(); }
private void DeserializePlayerCommands(SerializationBuffer buf, ref CMD intoStruct, out int receivedTick, out int receivedPlayerId) { receivedTick = buf.ReadInt(); receivedPlayerId = buf.ReadInt(); intoStruct.ReadFromBuffer(buf); }
public void ReadFromBuffer(SerializationBuffer buf) { int CharacterStatesCount = buf.ReadInt(); for (int i = 0; i < CharacterStatesCount; i++) { int characterId = buf.ReadInt(); Vector3 position = buf.ReadVector3(); Quaternion rotation = buf.ReadQuaternion(); Vector3 velocity = buf.ReadVector3(); bool isStunned = buf.ReadBool(); // Find CharacterState corresponding to this ID and apply the state for (int j = 0; j < CharacterStates.Count; j++) { if (CharacterStates[j].DataId == characterId) { IdentifiedData <MyCharacterState> tmpIdCharState = CharacterStates[j]; tmpIdCharState.DataStruct.MotorState.Position = position; tmpIdCharState.DataStruct.MotorState.Rotation = rotation; tmpIdCharState.DataStruct.MotorState.BaseVelocity = velocity; tmpIdCharState.DataStruct.IsStunned = isStunned; CharacterStates[j] = tmpIdCharState; break; } } } }
public void Deserialize(SerializationBuffer buf) { Add = buf.ReadBool(); ForLocalPlayer = buf.ReadBool(); PlayerId = buf.ReadInt(); PlayerName = buf.ReadString(); }
public void Deserialize(SerializationBuffer buf) { Tick = buf.ReadInt(); Timestamp = buf.ReadInt(); }
public void Deserialize(SerializationBuffer buf) { PlayerId = buf.ReadInt(); IsLocalPlayer = buf.ReadBool(); }
public void Deserialize(SerializationBuffer buf) { Event = (EventType)buf.ReadInt(); }
public void Deserialize(SerializationBuffer buf) { ForPlayerId = buf.ReadInt(); ForTick = buf.ReadInt(); }