A structure for storing time, rotation and position
Пример #1
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    void Record()
    {
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        keyframes [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
 void Record()
 {
     rigidBody.isKinematic = false;
     int frame = Time.frameCount % bufferFrames;
     float time = Time.time;
     keyFrames [frame] = new MyKeyFrame (time, transform.position, transform.rotation);
 }
Пример #3
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    private void Record()
    {
        rigidBody.isKinematic = false;
        int frame = Time.frameCount % bufferFrames;

        keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #4
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    /// <summary>
    /// Stores frame game data for replay
    /// </summary>
    public void Record()
    {
        // Announce new state change
        if (recordOn == false)
        {
            playbackOn = false;
            recordOn   = true;
            Debug.Log("Playback OFF -> Recording ON");
        }


        // make sure physics engine is moving object during record mode
        rigidBody.isKinematic = false;

        // get the frame value;
        int frame = Time.frameCount % BUFFERFRAMES;

        // get the time
        float time = Time.time;

        //Debug.Log ("Recording current Frame: " + frame);

        // populate the frame data.
        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #5
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    public void Record( )
    {
        rigidBody.isKinematic = false;                // Allows input to control the object during Playback
        int   frame = Time.frameCount % bufferFrames; // Sets the circular buffer
        float time  = Time.time;

        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #6
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    private void Record()
    {
        rigidBody.isKinematic = false;
        int frame = Time.frameCount % bufferFrames;  // returns index to use to handle wrapping around

        Debug.Log("Writing Frame " + frame);
        keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #7
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    private void Record()
    {
        rigidbody.isKinematic = false;
        int   frame = Time.frameCount % BUFFERFRAMES;
        float time  = Time.time;

        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
    private void Record()
    {
        _rigidBody.isKinematic = false;
        var frame = Time.frameCount % _bufferSize;
        var time  = Time.time;

        _keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #9
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    void Record()
    {
        rigidBody.isKinematic = false;        //physics engin to move it
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #10
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    void Record()
    {
        rigidbody.isKinematic = false;
        int frame = Time.frameCount % bufferFrames;

        //print("Writing frame: " + frame);
        keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #11
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    void Record()
    {
        m_rigidbody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #12
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    // Update is called once per frame
    void Update()
    {
        float      time = Time.time;
        Vector3    pos  = transform.position;
        Quaternion rot  = transform.rotation;

        myKeyFrame = new MyKeyFrame(time, pos, rot);
    }
Пример #13
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    private void Record()
    {
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        //print("Writing frame " + frame);
        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #14
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    void RecordKeyFrame()
    {
        rigidBody.isKinematic = false;
        int frame = startFrame % totalRecordedFrames;

        startFrame++;
        //Debug.Log ("Recording Frame: " + frame + "   startFrame: " + startFrame);
        myReplay [frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #15
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    void Record()
    {
        rigidBody.isKinematic = false;
        int   frame            = Time.frameCount % bufferFrames; //Int between 0 and 100
        float timeSinceStarted = Time.time;

        //print("Writing frame " + frame);
        keyFrames[frame] = new MyKeyFrame(timeSinceStarted, transform.position, transform.rotation);
    }
Пример #16
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    private void Record()
    {
        rigidBody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        print("Writing frame " + frame);
        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #17
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    void Record()
    {
        rigidBody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
//		Debug.Log ("Recording: " + frame);
    }
Пример #18
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    void Kayit()
    {
        rigidBody.isKinematic = false;
        int   kare  = Time.frameCount % bufferFrames; // örnek   -- 20 % 8 = (8 * 2) + 4 --   bize kalan "4" sayısı
        float zaman = Time.time;

        print("Hafızaya alınan kare sayısı " + kare);

        keyFrames[kare] = new MyKeyFrame(zaman, transform.position, transform.rotation);
    }
Пример #19
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	void Record ()
	{
		Debug.Log ("Recording");
		rigidBody.isKinematic = false;
		int frame = lastRecordedFrame;
		keyFrames [frame] = new MyKeyFrame (Time.time, transform.position, transform.rotation);
		lastRecordedFrame +=1;
		if(frame>bufferFrames){lastRecordedFrame=0;}

	}	 
Пример #20
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    public void Record()
    {
        rigidBody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        print("writing frame " + frame);
        /// is this as good as since start game
        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #21
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    void Record()
    {
        rigidBody.isKinematic = false;
        frame = Mathf.Abs(Time.frameCount - framesSkipped) % bufferFrames;
        float time = Time.time;

        print("writing frame " + frame);
        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
        lastFrame         = Time.frameCount - framesSkipped;
    }
Пример #22
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 private void Rewind()
 {
     if (myKeyFrameList.Count > 0)
     {
         rigidBody.isKinematic = true;
         MyKeyFrame myKeyFrame = myKeyFrameList[0];
         transform.position = myKeyFrame.position;
         transform.rotation = myKeyFrame.rotation;
         myKeyFrameList.RemoveAt(0);
     }
 }
Пример #23
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    void Record()
    {
        rigidBody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

//		Debug.Log (name + ", Writing frame : " + frame);
        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
        //lastVelocity = rigidBody.velocity;
        lastFrame = frame;
    }
Пример #24
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    private void Record()
    {
        Debug.Log("Is Recording");
        rigidBody.isKinematic = false;

        int frame = Time.frameCount % bufferFrames;         // circular frame storage
//		print("Writing frame " + frame);
        float time = Time.time;

        // creating keyframes
        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
    private void Record()
    {
        _rigidBody.isKinematic = false;

        int frame = Time.frameCount % BUFFER_FRAMES;

        _currentFrame = frame;

        float time = Time.time;

        _keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #26
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    void Record()
    {
        rigidBody.isKinematic = false;
        int frame = Time.frameCount % bufferSize;

        if (startFrame == 0)
        {
            startFrame = frame;
        }
        maxFrame          = frame > maxFrame ? frame : maxFrame;
        keyFrames [frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #27
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    void Record()
    {
        if (recToggle != gm.bIsRecording)
        {
            recToggle             = gm.bIsRecording;
            rigidBody.isKinematic = false;
            startFrame            = Time.frameCount;
        }
        int frame = Time.frameCount % BUFFER_SIZE;

        //Debug.Log("Writing frame: " + frame);
        keyframes[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #28
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    void Record()
    {
        rigidbody.isKinematic = false;
        firstRecordMade       = true;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        lastFrameRecorded   = Time.frameCount;
        totalFramesRecorded = lastFrameRecorded - lastFramePlayedBack;
        //print ("Writing frame: " + frame);
        //print ("Frame: " + Time.frameCount);
        keyFrames [frame] = new MyKeyFrame(time, transform.position, transform.rotation);
    }
Пример #29
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    public void Record()
    {
        if (recordToggle != gameManager.recording)
        {
            recordToggle           = gameManager.recording;
            rigidyBody.isKinematic = false;
            startKeyFrame          = Time.frameCount;
        }

        int keyFrame = Time.frameCount % bufferFrames;

        keyFrames [keyFrame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
    }
Пример #30
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    private void Record()
    {
        myRigidBody.isKinematic = false;
        int   frame = Time.frameCount % bufferFrames;
        float time  = Time.time;

        keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation);

        /*lastFrameRecorded = frame;
         * if(frame == bufferFrames - 1) {
         *  bufferFull = true;
         * }*/
    }
Пример #31
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    public void Record()
    {
        if (frameCount < 1000)
        {
            frameCount++;
        }
        rigidBody.isKinematic = false;
        int frame = Time.frameCount % bufferFrames;

        //Debug.Log("Writing frame " + frame);
        keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation);
        endFrame         = Time.frameCount;
    }
Пример #32
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    private void Record()
    {
        rigidbody.isKinematic = false;
        int frame = Time.frameCount % bufferFrames;

        if (frame < bufferFrames - 1 && lastFrameCount != bufferFrames - 1)
        {
            lastFrameCount = frame;
        }
        float time = Time.time;

        keyFrames[frame] = new MyKeyFrame(transform.position, transform.rotation, time);
    }
Пример #33
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 void Record()
 {
     Reset();
     int frame = frameNumber % bufferFrames;
     keyFrames [frame] = new MyKeyFrame (Time.time, transform.position, transform.rotation);
 }
Пример #34
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 void SaveState()
 {
     crrntState = new MyKeyFrame(Time.time, transform.position, transform.rotation);
     crrntVelocity = rigidBody.velocity;
     crrntAngularVelocity = rigidBody.angularVelocity;
     Debug.Log("V: " + crrntVelocity + ", AV: " + crrntAngularVelocity);
 }