/// <summary> /// Called when an AnimatorUpdateMessage is received. /// </summary> /// <param name="msg"></param> /// <param name="receivedOnClient"></param> private void AnimatorUpdateMessageReceived(AnimatorUpdateMessage msg, bool receivedOnClient) { //Have to check sequence id against the FNT sending. int count = msg.Data.Count; for (int i = 0; i < count; i++) { /* Initially I tried caching the getcomponent calls but the performance difference * couldn't be registered. At this time it's not worth creating the extra complexity * for what might be a 1% fps difference. */ if (NetworkIdentity.spawned.TryGetValue(msg.Data[i].NetworkIdentity, out NetworkIdentity ni)) { if (ni != null) { FlexNetworkAnimator fna = ReturnFNAOnNetworkIdentity(ni, msg.Data[i].ComponentIndex); if (fna != null) { if (receivedOnClient) { fna.ServerDataReceived(msg.Data[i]); } else { fna.ClientDataReceived(msg.Data[i]); } } } } } }
/// <summary> /// Removes from ActiveFlexNetworkTransforms. /// </summary> /// <param name="fntBase"></param> public static void RemoveFromActive(FlexNetworkAnimator fntBase) { _activeFlexNetworkAnimators.Remove(fntBase); }
/// <summary> /// Adds to ActiveFlexNetworkTransforms. /// </summary> /// <param name="fntBase"></param> public static void AddToActive(FlexNetworkAnimator fna) { _activeFlexNetworkAnimators.Add(fna); }