Exemplo n.º 1
0
        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));
        }
Exemplo n.º 2
0
        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));
        }
Exemplo n.º 3
0
 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));
 }