void Add_To_Buffer(Vector3 i_pos, Quaternion i_local_rot, Door_Data[] i_door_data, Object_Type[] i_objs, float i_time, bool i_jump_state, bool i_is_grab_toggled) { Record_Data input_data = new Record_Data(); input_data.position = i_pos; input_data.timestamp = i_time; input_data.normalized_timestamp = i_time - (iteration_delay * (iteration_num - 1)); input_data.view_rotation = i_local_rot; input_data.is_jumping = i_jump_state; input_data.is_grab_activated = i_is_grab_toggled; input_data.is_holding_object = Is_Player_Holding_Object(); if (input_data.is_holding_object) { input_data.held_object_tag = player_obj_holder.grabbed_item_obj.tag; } input_data.door_data_record = i_door_data; if (i_objs.Length > 0) { input_data.is_obj_seen = true; } else { input_data.is_obj_seen = false; } input_data.seen_objs = i_objs; timeline_memory.Add(timeline_memory.Count, input_data); }
void Add_To_Buffer(Vector3 i_pos, Quaternion i_local_rot, float i_time) { Record_Data input_data = new Record_Data(); input_data.position = i_pos; input_data.timestamp = i_time; input_data.view_rotation = i_local_rot; position_buffer.Add(input_data); }