}// Awake /// <summary> /// Sets up fsm variable caching for synch. /// It scans the observed Fsm for all variable checked for network synching, and store the required info about them using PlayMakerPhotonFsmVariableDefinition /// It store all these variables in variableLOT to be iterated during stream read and write. /// TODO: implement all possible variables to synch. /// </summary> private void SetUpFsmVariableToSynch() { // fill the variableLOT with all the networksynched Fsmvariables. // int foreach (FsmInt fsmInt in observed.FsmVariables.IntVariables) { if (fsmInt.NetworkSync) { Debug.Log("network synched fsmInt: '" + fsmInt.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmInt.Name; varDef.type = PlayMakerPhotonVarTypes.Int; varDef.FsmIntPointer = fsmInt; variableLOT.Add(varDef); } } // float foreach (FsmFloat fsmFloat in observed.FsmVariables.FloatVariables) { if (fsmFloat.NetworkSync) { Debug.Log("network synched FsmFloat: '" + fsmFloat.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmFloat.Name; varDef.type = PlayMakerPhotonVarTypes.Float; varDef.FsmFloatPointer = fsmFloat; variableLOT.Add(varDef); } } // vector3 foreach (FsmVector3 fsmVector3 in observed.FsmVariables.Vector3Variables) { if (fsmVector3.NetworkSync) { Debug.Log("network synched fsmVector3: '" + fsmVector3.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmVector3.Name; varDef.type = PlayMakerPhotonVarTypes.Vector3; varDef.FsmVector3Pointer = fsmVector3; variableLOT.Add(varDef); } } } // SetUpFsmVariableToSynch
}// Awake /// <summary> /// Sets up fsm variable caching for synch. /// It scans the observed Fsm for all variable checked for network synching, and store the required info about them using PlayMakerPhotonFsmVariableDefinition /// It store all these variables in variableLOT to be iterated during stream read and write. /// TODO: implement all possible variables to synch. /// </summary> private void SetUpFsmVariableToSynch() { // fill the variableLOT with all the networksynched Fsmvariables. // bool foreach (FsmBool fsmBool in observed.FsmVariables.BoolVariables) { if (fsmBool.NetworkSync) { Debug.Log("network synched FsmBool: '" + fsmBool.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmBool.Name; varDef.type = PlayMakerPhotonVarTypes.Bool; varDef.FsmBoolPointer = fsmBool; variableLOT.Add(varDef); } } // int foreach (FsmInt fsmInt in observed.FsmVariables.IntVariables) { if (fsmInt.NetworkSync) { Debug.Log("network synched fsmInt: '" + fsmInt.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmInt.Name; varDef.type = PlayMakerPhotonVarTypes.Int; varDef.FsmIntPointer = fsmInt; variableLOT.Add(varDef); } } // float foreach (FsmFloat fsmFloat in observed.FsmVariables.FloatVariables) { if (fsmFloat.NetworkSync) { Debug.Log("network synched FsmFloat: '" + fsmFloat.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmFloat.Name; varDef.type = PlayMakerPhotonVarTypes.Float; varDef.FsmFloatPointer = fsmFloat; variableLOT.Add(varDef); } } // string foreach (FsmString fsmString in observed.FsmVariables.StringVariables) { if (fsmString.NetworkSync) { Debug.Log("network synched FsmString: '" + fsmString.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmString.Name; varDef.type = PlayMakerPhotonVarTypes.String; varDef.FsmStringPointer = fsmString; variableLOT.Add(varDef); } } // vector2 foreach (FsmVector2 fsmVector2 in observed.FsmVariables.Vector2Variables) { if (fsmVector2.NetworkSync) { Debug.Log("network synched fsmVector2: '" + fsmVector2.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmVector2.Name; varDef.type = PlayMakerPhotonVarTypes.Vector2; varDef.FsmVector2Pointer = fsmVector2; variableLOT.Add(varDef); } } // vector3 foreach (FsmVector3 fsmVector3 in observed.FsmVariables.Vector3Variables) { if (fsmVector3.NetworkSync) { Debug.Log("network synched fsmVector3: '" + fsmVector3.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmVector3.Name; varDef.type = PlayMakerPhotonVarTypes.Vector3; varDef.FsmVector3Pointer = fsmVector3; variableLOT.Add(varDef); } } // quaternion foreach (FsmQuaternion fsmQuaternion in observed.FsmVariables.QuaternionVariables) { if (fsmQuaternion.NetworkSync) { Debug.Log("network synched fsmQuaternion: '" + fsmQuaternion.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmQuaternion.Name; varDef.type = PlayMakerPhotonVarTypes.Quaternion; varDef.FsmQuaternionPointer = fsmQuaternion; variableLOT.Add(varDef); } } // rect foreach (FsmRect fsmRect in observed.FsmVariables.RectVariables) { if (fsmRect.NetworkSync) { Debug.Log("network synched fsmRect: '" + fsmRect.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmRect.Name; varDef.type = PlayMakerPhotonVarTypes.Rect; varDef.FsmRectPointer = fsmRect; variableLOT.Add(varDef); } } // color foreach (FsmColor fsmColor in observed.FsmVariables.ColorVariables) { if (fsmColor.NetworkSync) { Debug.Log("network synched fsmColor: '" + fsmColor.Name + "' in fsm:'" + observed.Fsm.Name + "' in gameObject:'" + observed.gameObject.name + "'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmColor.Name; varDef.type = PlayMakerPhotonVarTypes.Color; varDef.FsmColorPointer = fsmColor; variableLOT.Add(varDef); } } } // SetUpFsmVariableToSynch
}// Awake /// <summary> /// Sets up fsm variable caching for synch. /// It scans the observed Fsm for all variable checked for network synching, and store the required info about them using PlayMakerPhotonFsmVariableDefinition /// It store all these variables in variableLOT to be iterated during stream read and write. /// TODO: implement all possible variables to synch. /// </summary> private void SetUpFsmVariableToSynch() { // fill the variableLOT with all the networksynched Fsmvariables. // bool foreach(FsmBool fsmBool in observed.FsmVariables.BoolVariables) { if (fsmBool.NetworkSync){ Debug.Log ("network synched FsmBool: '"+fsmBool.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmBool.Name; varDef.type = PlayMakerPhotonVarTypes.Bool; varDef.FsmBoolPointer = fsmBool; variableLOT.Add(varDef); } } // int foreach(FsmInt fsmInt in observed.FsmVariables.IntVariables) { if (fsmInt.NetworkSync){ Debug.Log ("network synched fsmInt: '"+fsmInt.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmInt.Name; varDef.type = PlayMakerPhotonVarTypes.Int; varDef.FsmIntPointer = fsmInt; variableLOT.Add(varDef); } } // float foreach(FsmFloat fsmFloat in observed.FsmVariables.FloatVariables) { if (fsmFloat.NetworkSync){ Debug.Log ("network synched FsmFloat: '"+fsmFloat.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmFloat.Name; varDef.type = PlayMakerPhotonVarTypes.Float; varDef.FsmFloatPointer = fsmFloat; variableLOT.Add(varDef); } } // string foreach(FsmString fsmString in observed.FsmVariables.StringVariables) { if (fsmString.NetworkSync){ Debug.Log ("network synched FsmString: '"+fsmString.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmString.Name; varDef.type = PlayMakerPhotonVarTypes.String; varDef.FsmStringPointer = fsmString; variableLOT.Add(varDef); } } // vector2 foreach(FsmVector2 fsmVector2 in observed.FsmVariables.Vector2Variables) { if (fsmVector2.NetworkSync){ Debug.Log ("network synched fsmVector2: '"+fsmVector2.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmVector2.Name; varDef.type = PlayMakerPhotonVarTypes.Vector2; varDef.FsmVector2Pointer = fsmVector2; variableLOT.Add(varDef); } } // vector3 foreach(FsmVector3 fsmVector3 in observed.FsmVariables.Vector3Variables) { if (fsmVector3.NetworkSync){ Debug.Log ("network synched fsmVector3: '"+fsmVector3.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmVector3.Name; varDef.type = PlayMakerPhotonVarTypes.Vector3; varDef.FsmVector3Pointer = fsmVector3; variableLOT.Add(varDef); } } // quaternion foreach(FsmQuaternion fsmQuaternion in observed.FsmVariables.QuaternionVariables) { if (fsmQuaternion.NetworkSync){ Debug.Log ("network synched fsmQuaternion: '"+fsmQuaternion.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmQuaternion.Name; varDef.type = PlayMakerPhotonVarTypes.Quaternion; varDef.FsmQuaternionPointer = fsmQuaternion; variableLOT.Add(varDef); } } // rect foreach(FsmRect fsmRect in observed.FsmVariables.RectVariables) { if (fsmRect.NetworkSync){ Debug.Log ("network synched fsmRect: '"+fsmRect.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmRect.Name; varDef.type = PlayMakerPhotonVarTypes.Rect; varDef.FsmRectPointer = fsmRect; variableLOT.Add(varDef); } } // color foreach(FsmColor fsmColor in observed.FsmVariables.ColorVariables) { if (fsmColor.NetworkSync){ Debug.Log ("network synched fsmColor: '"+fsmColor.Name +"' in fsm:'" +observed.Fsm.Name+"' in gameObject:'"+observed.gameObject.name+"'"); PlayMakerPhotonFsmVariableDefinition varDef = new PlayMakerPhotonFsmVariableDefinition(); varDef.name = fsmColor.Name; varDef.type = PlayMakerPhotonVarTypes.Color; varDef.FsmColorPointer = fsmColor; variableLOT.Add(varDef); } } }// SetUpFsmVariableToSynch