Files
GoakeFlax/Source/Game/Player/PlayerInput.cs
2023-03-07 17:51:43 +02:00

117 lines
3.4 KiB
C#

using System.Runtime.InteropServices;
using FlaxEngine;
using FlaxEngine.Networking;
namespace Game
{
[StructLayout(LayoutKind.Sequential)]
public struct PlayerInputState
{
/*static PlayerInputState()
{
NetworkReplicator.AddSerializer(typeof(PlayerInputState),
(ptr, streamPtr) =>
{
},
(ptr, streamPtr) =>
{
});
}*/
public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
bool attacking, bool jumping)
{
this.frame = frame;
this.viewDeltaX = viewDeltaX;
this.viewDeltaY = viewDeltaY;
this.moveForward = moveForward;
this.moveRight = moveRight;
this.attacking = attacking;
this.jumping = jumping;
/*this.verificationPosition = verificationPosition;
this.verificationVelocity = verificationVelocity;
this.verificationViewAngles = verificationViewAngles;
this.verificationOrientation = verificationOrientation;*/
}
public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
bool attacking, bool jumping, Float3 verificationPosition, Float3 verificationVelocity,
Float3 verificationViewAngles, Quaternion verificationOrientation)
{
this.frame = frame;
this.viewDeltaX = viewDeltaX;
this.viewDeltaY = viewDeltaY;
this.moveForward = moveForward;
this.moveRight = moveRight;
this.attacking = attacking;
this.jumping = jumping;
this.verificationPosition = verificationPosition;
this.verificationVelocity = verificationVelocity;
this.verificationViewAngles = verificationViewAngles;
this.verificationOrientation = verificationOrientation;
}
public ulong frame;
public float viewDeltaX, viewDeltaY;
public float moveForward;
public float moveRight;
public bool attacking;
public bool jumping;
public Float3 verificationPosition;
public Float3 verificationVelocity;
public Float3 verificationViewAngles;
public Quaternion verificationOrientation;
}
[StructLayout(LayoutKind.Sequential)]
public struct PlayerActorState
{
public Float3 position;
public Float3 velocity;
public Quaternion orientation;
public Float3 viewAngles; // yaw, pitch, roll
}
[StructLayout(LayoutKind.Sequential)]
public struct PlayerState
{
public PlayerInputState input;
public PlayerActorState actor;
}
public class PlayerInput
{
public const byte DemoVer = 1;
public PlayerState currentState;
public ulong frame;
public virtual void OnUpdate()
{
}
public virtual void OnFixedUpdate()
{
}
public virtual void OnEndFrame()
{
}
public virtual void RecordCurrentActorState(PlayerActorState actorState)
{
}
public PlayerInputState GetCurrentInputState()
{
return currentState.input;
}
public PlayerActorState GetCurrentActorState()
{
return currentState.actor;
}
}
}