void UpdateClock() { TimeCheck = Time.time; PreviousPosition = NetworkInstance.Position; PreviousRotation = NetworkInstance.RotationEuler; PreviousVelocity = NetworkInstance.Velocity; }
public static SerialVector3[] ToVector2Array(UnityEngine.Vector3[] vects) { if (null == vects) { return(null); } SerialVector3[] temp = new SerialVector3[vects.Length]; for (int index = vects.Length - 1; index >= 0; --index) { temp[index] = vects[index]; } return(temp); }
public bool ServerOwned; //True implies the server owns this object, else implies the client controls this e.g. their own player // Start is called before the first frame update void Start() { NetworkInstance.Position = transform.position; NetworkInstance.Velocity = new SerialVector3(0, 0, 0); NetworkInstance.RotationEuler = transform.rotation.eulerAngles; NetworkInstance.ObjectID = ID; NetworkInstance.Player = Player; NetworkInstance.ServerOwned = ServerOwned; PreviousPosition = transform.position; PreviousVelocity = new SerialVector3(0, 0, 0); PreviousRotation = transform.rotation.eulerAngles; if (Player) { PlayerAccess = GetComponent <PlayerController>(); } rigid = GetComponent <Rigidbody>(); }
public GameObjects(SerialVector3 pos, int objectID, SerialVector3 V, SerialVector3 RotationE) { Position = pos; Velocity = V; RotationEuler = RotationE; }
public GameObjects(SerialVector3 pos, int objectID) { Position = pos; }
public EnemyInfo(SerialVector3 spawnPos, int type, float percHealth) { this.spawnPos = spawnPos; this.type = type; this.percHealth = percHealth; }
public WorldInfo(float[] seeds, SerialVector3 playerPos) { this.seeds = seeds; this.playerPos = playerPos; }