private static float ReadAngle(QNetworkReader reader, CompressionSyncMode compression) { float result; if (compression != CompressionSyncMode.None) { if (compression != CompressionSyncMode.Low) { if (compression != CompressionSyncMode.High) { result = 0f; } else { result = reader.ReadInt16(); } } else { result = reader.ReadInt16(); } } else { result = reader.ReadSingle(); } return(result); }
private static float ReadAngle(NetworkReader reader, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: return(reader.ReadSingle()); case CompressionSyncMode.Low: return(reader.ReadInt16()); case CompressionSyncMode.High: return(reader.ReadInt16()); default: return(0f); } }
private static void WriteAngle(NetworkWriter writer, float angle, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: writer.Write(angle); break; case CompressionSyncMode.Low: writer.Write((short)angle); break; case CompressionSyncMode.High: writer.Write((short)angle); break; } }
private static void WriteAngle(QNetworkWriter writer, float angle, CompressionSyncMode compression) { if (compression != CompressionSyncMode.None) { if (compression != CompressionSyncMode.Low) { if (compression == CompressionSyncMode.High) { writer.Write((short)angle); } } else { writer.Write((short)angle); } } else { writer.Write(angle); } }
static float ReadAngle(NetworkReader reader, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: { return(reader.ReadSingle()); } case CompressionSyncMode.Low: { return(reader.ReadInt16()); } case CompressionSyncMode.High: { return(reader.ReadInt16()); } } return(0); }
static public Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion rotation = Quaternion.identity; Vector3 rotv = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: rotv.Set(ReadAngle(reader, compression), 0, 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisY: rotv.Set(0, ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisZ: rotv.Set(0, 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXY: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXZ: rotv.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisYZ: rotv.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; case AxisSyncMode.AxisXYZ: rotv.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); rotation.eulerAngles = rotv; break; } return(rotation); }
static public void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, rot.eulerAngles.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; } }
private static float ReadAngle(NetworkReader reader, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: return reader.ReadSingle(); case CompressionSyncMode.Low: return (float) reader.ReadInt16(); case CompressionSyncMode.High: return (float) reader.ReadInt16(); } return 0f; }
private static float ReadAngle(NetworkReader reader, CompressionSyncMode compression) { if (compression != CompressionSyncMode.None) { if (compression == CompressionSyncMode.Low) { return (float) reader.ReadInt16(); } if (compression == CompressionSyncMode.High) { return (float) reader.ReadInt16(); } } else { return reader.ReadSingle(); } return 0f; }
public static Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.None: return zero; case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); return zero; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); return zero; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); return zero; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); return zero; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); return zero; } return zero; }
public static void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: { Vector3 eulerAngles12 = rot.eulerAngles; WriteAngle(writer, eulerAngles12.x, compression); break; } case AxisSyncMode.AxisY: { Vector3 eulerAngles11 = rot.eulerAngles; WriteAngle(writer, eulerAngles11.y, compression); break; } case AxisSyncMode.AxisZ: { Vector3 eulerAngles10 = rot.eulerAngles; WriteAngle(writer, eulerAngles10.z, compression); break; } case AxisSyncMode.AxisXY: { Vector3 eulerAngles8 = rot.eulerAngles; WriteAngle(writer, eulerAngles8.x, compression); Vector3 eulerAngles9 = rot.eulerAngles; WriteAngle(writer, eulerAngles9.y, compression); break; } case AxisSyncMode.AxisXZ: { Vector3 eulerAngles6 = rot.eulerAngles; WriteAngle(writer, eulerAngles6.x, compression); Vector3 eulerAngles7 = rot.eulerAngles; WriteAngle(writer, eulerAngles7.z, compression); break; } case AxisSyncMode.AxisYZ: { Vector3 eulerAngles4 = rot.eulerAngles; WriteAngle(writer, eulerAngles4.y, compression); Vector3 eulerAngles5 = rot.eulerAngles; WriteAngle(writer, eulerAngles5.z, compression); break; } case AxisSyncMode.AxisXYZ: { Vector3 eulerAngles = rot.eulerAngles; WriteAngle(writer, eulerAngles.x, compression); Vector3 eulerAngles2 = rot.eulerAngles; WriteAngle(writer, eulerAngles2.y, compression); Vector3 eulerAngles3 = rot.eulerAngles; WriteAngle(writer, eulerAngles3.z, compression); break; } } }
public static float UnserializeRotation2D(NetworkReader reader, CompressionSyncMode compression) { return ReadAngle(reader, compression); }
public static Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion identity = Quaternion.identity; Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.None: return identity; case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; return identity; } return identity; }
public static void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.AxisX: WriteAngle(writer, angularVelocity.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; } }
public static void SerializeVelocity3D(NetworkWriter writer, Vector3 velocity, CompressionSyncMode compression) { writer.Write(velocity); }
public static void SerializeSpin2D(NetworkWriter writer, float angularVelocity, CompressionSyncMode compression) { WriteAngle(writer, angularVelocity, compression); }
public static void SerializeRotation3D(NetworkWriter writer, Quaternion rot, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.AxisX: WriteAngle(writer, rot.eulerAngles.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, rot.eulerAngles.x, compression); WriteAngle(writer, rot.eulerAngles.y, compression); WriteAngle(writer, rot.eulerAngles.z, compression); break; } }
public static void SerializeRotation2D(NetworkWriter writer, float rot, CompressionSyncMode compression) { WriteAngle(writer, rot, compression); }
static public Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 spin = Vector3.zero; switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: spin.Set(ReadAngle(reader, compression), 0, 0); break; case AxisSyncMode.AxisY: spin.Set(0, ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisZ: spin.Set(0, 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXY: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0); break; case AxisSyncMode.AxisXZ: spin.Set(ReadAngle(reader, compression), 0, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisYZ: spin.Set(0, ReadAngle(reader, compression), ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXYZ: spin.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); break; } return(spin); }
public static void SerializeSpin3D(NetworkWriter writer, Vector3 angularVelocity, AxisSyncMode mode, CompressionSyncMode compression) { switch (mode) { case AxisSyncMode.None: break; case AxisSyncMode.AxisX: WriteAngle(writer, angularVelocity.x, compression); break; case AxisSyncMode.AxisY: WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisZ: WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXY: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); break; case AxisSyncMode.AxisXZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisYZ: WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; case AxisSyncMode.AxisXYZ: WriteAngle(writer, angularVelocity.x, compression); WriteAngle(writer, angularVelocity.y, compression); WriteAngle(writer, angularVelocity.z, compression); break; } }
public static Vector3 UnserializeVelocity3D(NetworkReader reader, CompressionSyncMode compression) { return reader.ReadVector3(); }
public static Vector3 UnserializeVelocity2D(NetworkReader reader, CompressionSyncMode compression) { return(reader.ReadVector2()); }
public static void SerializeVelocity2D(NetworkWriter writer, Vector2 velocity, CompressionSyncMode compression) { writer.Write(velocity); }
public static Vector3 UnserializeSpin3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); break; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); break; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); break; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); break; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); break; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); break; } return(zero); }
private static void WriteAngle(NetworkWriter writer, float angle, CompressionSyncMode compression) { switch (compression) { case CompressionSyncMode.None: writer.Write(angle); break; case CompressionSyncMode.Low: writer.Write((short) angle); break; case CompressionSyncMode.High: writer.Write((short) angle); break; } }
public static void SerializeVelocity3D(QNetworkWriter writer, Vector3 velocity, CompressionSyncMode compression) => writer.Write(velocity);
public static Quaternion UnserializeRotation3D(NetworkReader reader, AxisSyncMode mode, CompressionSyncMode compression) { Quaternion identity = Quaternion.identity; Vector3 zero = Vector3.zero; switch (mode) { case AxisSyncMode.AxisX: zero.Set(ReadAngle(reader, compression), 0f, 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisY: zero.Set(0f, ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisZ: zero.Set(0f, 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXY: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), 0f); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXZ: zero.Set(ReadAngle(reader, compression), 0f, ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisYZ: zero.Set(0f, ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; break; case AxisSyncMode.AxisXYZ: zero.Set(ReadAngle(reader, compression), ReadAngle(reader, compression), ReadAngle(reader, compression)); identity.eulerAngles = zero; break; } return(identity); }
public static Vector3 UnserializeVelocity3D(QNetworkReader reader, CompressionSyncMode compression) => reader.ReadVector3();
public static float UnserializeSpin2D(NetworkReader reader, CompressionSyncMode compression) { return(ReadAngle(reader, compression)); }
private static void WriteAngle(NetworkWriter writer, float angle, CompressionSyncMode compression) { if (compression != CompressionSyncMode.None) { if (compression == CompressionSyncMode.Low) { writer.Write((short) angle); } else if (compression == CompressionSyncMode.High) { writer.Write((short) angle); } } else { writer.Write(angle); } }