Пример #1
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 public override void applyTo(SyncBody body)
 {
     body.pos             = pos.unpack();
     body.velocity        = vel.unpack();
     body.angle           = angle;
     body.angularVelocity = angularVelocity;
 }
Пример #2
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 public override void applyTo(SyncBody body)
 {
     if (!exists)
     {
         // call destroy on the body
         body.Entity.Destroy();
     }
 }
 public override void createFrom(SyncBody body)
 {
     base.createFrom(body);
     pos             = new PackedVec2(body.pos);
     vel             = new PackedVec2(body.velocity);
     angle           = body.angle;
     angularVelocity = body.angularVelocity;
 }
Пример #4
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 public bool ownsBody(SyncBody body)
 {
     return(body.owner == node.uid);
 }
Пример #5
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 public abstract void applyTo(SyncBody body);
Пример #6
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 public virtual void createFrom(SyncBody body)
 {
     bodyId  = body.bodyId;
     syncTag = body.tag;
 }
        /// <summary>
        /// check if a local body is desynced, if so, resolve
        /// </summary>
        /// <param name="body"></param>
        /// <param name="kinUpdate"></param>
        /// <returns>whether a desync was present</returns>
        private bool resolveLocalDesync(SyncBody body, BodyKinUpdate kinUpdate)
        {
            // check if we are desynced

            return(false); // no desync
        }