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); }
private void Record() { rigidBody.isKinematic = false; int frame = Time.frameCount % bufferFrames; keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation); }
/// <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); }
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); }
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); }
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); }
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); }
void Record() { rigidbody.isKinematic = false; int frame = Time.frameCount % bufferFrames; //print("Writing frame: " + frame); keyFrames[frame] = new MyKeyFrame(Time.time, transform.position, transform.rotation); }
void Record() { m_rigidbody.isKinematic = false; int frame = Time.frameCount % bufferFrames; float time = Time.time; keyFrames[frame] = new MyKeyFrame(time, transform.position, transform.rotation); }
// 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); }
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); }
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); }
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); }
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); }
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); }
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); }
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;} }
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); }
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; }
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); } }
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; }
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); }
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); }
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); }
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); }
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); }
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; * }*/ }
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; }
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); }
void Record() { Reset(); int frame = frameNumber % bufferFrames; keyFrames [frame] = new MyKeyFrame (Time.time, transform.position, transform.rotation); }
void SaveState() { crrntState = new MyKeyFrame(Time.time, transform.position, transform.rotation); crrntVelocity = rigidBody.velocity; crrntAngularVelocity = rigidBody.angularVelocity; Debug.Log("V: " + crrntVelocity + ", AV: " + crrntAngularVelocity); }