示例#1
0
        protected override void OnUpdate()
        {
            for (int i = 0; i < rigidbodyData.Length; ++i)
            {
                var rigidbody       = rigidbodyData.Rigidbody[i];
                var transformToSend = new TransformToSend
                {
                    Position    = rigidbody.position,
                    Velocity    = rigidbody.velocity,
                    Orientation = rigidbody.rotation
                };
                rigidbodyData.TransformToSend[i] = transformToSend;
            }

            for (int i = 0; i < transformData.Length; ++i)
            {
                var transform       = transformData.Transform[i];
                var transformToSend = new TransformToSend
                {
                    Position    = transform.position,
                    Velocity    = Vector3.zero,
                    Orientation = transform.rotation
                };
                transformData.TransformToSend[i] = transformToSend;
            }
        }
 public void UpdateLatestTransform(ref TransformToSend transformToSend, Rigidbody rigidbody)
 {
     transformToSend = new TransformToSend
     {
         Position    = rigidbody.position,
         Velocity    = rigidbody.velocity,
         Orientation = rigidbody.rotation
     };
 }
 public void UpdateLatestTransform(ref TransformToSend transformToSend, Rigidbody2D rigidbody)
 {
     transformToSend = new TransformToSend
     {
         Position    = rigidbody.position,
         Velocity    = rigidbody.velocity,
         Orientation = Quaternion.Euler(0, 0, rigidbody.rotation)
     };
 }
示例#4
0
 private void UpdateTransformData()
 {
     Entities.With(transformGroup).ForEach((ref TransformToSend transformToSend, Transform transform) =>
     {
         transformToSend = new TransformToSend
         {
             Position    = transform.position,
             Velocity    = Vector3.zero,
             Orientation = transform.rotation
         };
     });
 }
示例#5
0
 private void UpdateRigidbodyData()
 {
     Entities.With(rigidbodyGroup).ForEach((ref TransformToSend transformToSend, Rigidbody rigidbody) =>
     {
         transformToSend = new TransformToSend
         {
             Position    = rigidbody.position,
             Velocity    = rigidbody.velocity,
             Orientation = rigidbody.rotation
         };
     });
 }
 protected override void OnUpdate()
 {
     for (int i = 0; i < data.Length; ++i)
     {
         // Need to split this out into server / client / whatever
         var transform    = data.Transform[i];
         var defaultToSet = new TransformToSet
         {
             Position    = transform.Location.ToUnityVector3() + worker.Origin,
             Velocity    = transform.Velocity.ToUnityVector3(),
             Orientation = transform.Rotation.ToUnityQuaternion()
         };
         var defaultToSend = new TransformToSend
         {
             Position    = transform.Location.ToUnityVector3() - worker.Origin,
             Velocity    = transform.Velocity.ToUnityVector3(),
             Orientation = transform.Rotation.ToUnityQuaternion()
         };
         var previousTransform = new DefferedUpdateTransform
         {
             Transform = transform
         };
         var ticksSinceLastUpdate = new TicksSinceLastTransformUpdate
         {
             NumberOfTicks = 0
         };
         var lastTransform = new LastTransformSentData
         {
             // could set this to the max time if we want to immediately send something
             TimeSinceLastUpdate = 0.0f,
             Transform           = transform
         };
         var lastPosition = new LastPositionSentData
         {
             // could set this to the max time if we want to immediately send something
             TimeSinceLastUpdate = 0.0f,
             Position            = data.Position[i]
         };
         PostUpdateCommands.AddComponent(data.Entity[i], defaultToSet);
         PostUpdateCommands.AddComponent(data.Entity[i], defaultToSend);
         PostUpdateCommands.AddComponent(data.Entity[i], previousTransform);
         PostUpdateCommands.AddComponent(data.Entity[i], ticksSinceLastUpdate);
         PostUpdateCommands.AddComponent(data.Entity[i], lastPosition);
         PostUpdateCommands.AddComponent(data.Entity[i], lastTransform);
         PostUpdateCommands.AddBuffer <BufferedTransform>(data.Entity[i]);
     }
 }
示例#7
0
        private void UpdateTransformData()
        {
            var transformArray       = transformGroup.GetComponentArray <UnityEngine.Transform>();
            var transformToSendArray = transformGroup.GetComponentDataArray <TransformToSend>();

            for (int i = 0; i < transformArray.Length; ++i)
            {
                var transform       = transformArray[i];
                var transformToSend = new TransformToSend
                {
                    Position    = transform.position,
                    Velocity    = Vector3.zero,
                    Orientation = transform.rotation
                };
                transformToSendArray[i] = transformToSend;
            }
        }
示例#8
0
        private void UpdateRigidbodyData()
        {
            var rigidbodyArray       = rigidbodyGroup.GetComponentArray <Rigidbody>();
            var transformToSendArray = rigidbodyGroup.GetComponentDataArray <TransformToSend>();

            for (int i = 0; i < rigidbodyArray.Length; ++i)
            {
                var rigidbody       = rigidbodyArray[i];
                var transformToSend = new TransformToSend
                {
                    Position    = rigidbody.position,
                    Velocity    = rigidbody.velocity,
                    Orientation = rigidbody.rotation
                };
                transformToSendArray[i] = transformToSend;
            }
        }
示例#9
0
        private void AddCommonSendComponents(EntityCommandBuffer commandBuffer)
        {
            commandBuffer.AddComponent(entity, new GetTransformFromGameObjectTag());

            var transformComponent = transformReader.Data;

            var defaultToSend = new TransformToSend
            {
                Position    = transformComponent.Location.ToUnityVector() - world.GetExistingSystem <WorkerSystem>().Origin,
                Velocity    = transformComponent.Velocity.ToUnityVector(),
                Orientation = transformComponent.Rotation.ToUnityQuaternion()
            };

            var ticksSinceLastUpdate = new TicksSinceLastTransformUpdate
            {
                NumberOfTicks = 0
            };

            var lastTransform = new LastTransformSentData
            {
                // could set this to the max time if we want to immediately send something
                TimeSinceLastUpdate = 0.0f,
                Transform           = transformComponent
            };

            var position     = entityManager.GetComponentData <Position.Component>(entity);
            var lastPosition = new LastPositionSentData
            {
                // could set this to the max time if we want to immediately send something
                TimeSinceLastUpdate = 0.0f,
                Position            = position
            };

            commandBuffer.AddComponent(entity, defaultToSend);
            commandBuffer.AddComponent(entity, ticksSinceLastUpdate);
            commandBuffer.AddComponent(entity, lastPosition);
            commandBuffer.AddComponent(entity, lastTransform);
        }