Пример #1
0
 public static Snapshot3D Interpolate(Snapshot3D from, Snapshot3D to, double t) =>
 new Snapshot3D(
     // TODO
     // interpolated snapshot is applied directly. don't need timestamps.
     0, 0,
     // TODO
     // lerp unclamped in case we ever need to extrapolate.
     Vector2.LerpUnclamped(from.position, to.position, (float)t));
Пример #2
0
        void Update()
        {
            // snapshot interpolation
            if (interpolate)
            {
                // compute snapshot interpolation & apply if any was spit out
                // TODO we don't have Time.deltaTime double yet. float is fine.
                if (Mirror.SnapshotInterpolation.Compute(
                        Time.time,
                        Time.deltaTime,
                        ref serverInterpolationTime,
                        bufferTime,
                        snapshots,
                        catchupThreshold, catchupMultiplier,
                        Interpolate,
                        out Snapshot3D computed,
                        out lastCatchup))
                {
                    transform.position = computed.position;
                }
            }
            // apply raw
            else
            {
                if (snapshots.Count > 0)
                {
                    Snapshot3D snap = snapshots.Values[0];
                    transform.position = snap.position;
                    snapshots.RemoveAt(0);
                }
            }

            // color material while catching up
            render.sharedMaterial.color = lastCatchup > 0
                ? catchupColor
                : defaultColor;
        }
Пример #3
0
 public void OnMessage(Snapshot3D snap)
 {
     snap.localTimestamp = Time.time;
     Mirror.SnapshotInterpolation.InsertIfNewEnough(snap, snapshots);
 }