Add StickGame Assets

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Dzejkobik007
2024-03-24 22:21:16 +01:00
parent 5a5812c0c7
commit 6c8b523d1f
6643 changed files with 596260 additions and 0 deletions

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using UnityEngine;
namespace FishNet.Object.Prediction
{
/// <summary>
/// How to favor smoothing for predicted objects.
/// </summary>
internal enum AdaptiveSmoothingType
{
/// <summary>
/// Favor accurate collisions. With fast moving objects this may result in some jitter with higher latencies.
/// </summary>
Accuracy = 0,
/// <summary>
/// A mix between Accuracy and Smoothness.
/// </summary>
Mixed = 1,
/// <summary>
/// Prefer smooth movement and corrections. Fast moving objects may collide before the graphical representation catches up.
/// </summary>
Gradual = 2,
/// <summary>
/// Configure values to your preference.
/// </summary>
Custom = 3,
}
[System.Serializable]
public struct AdaptiveInterpolationSmoothingData
{
[HideInInspector, System.NonSerialized]
public bool SmoothPosition;
[HideInInspector, System.NonSerialized]
public bool SmoothRotation;
[HideInInspector, System.NonSerialized]
public bool SmoothScale;
[HideInInspector,System.NonSerialized]
public Transform GraphicalObject;
[HideInInspector,System.NonSerialized]
public NetworkObject NetworkObject;
[HideInInspector, System.NonSerialized]
public float TeleportThreshold;
/// <summary>
/// Percentage of ping to use as interpolation. Higher values will result in more interpolation.
/// </summary>
[Tooltip("Percentage of ping to use as interpolation. Higher values will result in more interpolation.")]
[Range(0.01f, 5f)]
public float NormalPercent;
/// <summary>
/// Percentage of ping to use as interpolation when colliding with an object local client owns.
/// This is used to speed up local interpolation when predicted objects collide with a player as well keep graphics closer to the objects root while colliding.
/// </summary>
[Tooltip("Percentage of ping to use as interpolation when colliding with an object local client owns." +
"This is used to speed up local interpolation when predicted objects collide with a player as well keep graphics closer to the objects root while colliding.")]
[Range(0.01f, 5f)]
public float CollisionPercent;
/// <summary>
/// How much per tick to decrease to collision interpolation when colliding with a local player object.
/// Higher values will set interpolation to collision settings faster.
/// </summary>
[Tooltip("How much per tick to decrease to collision interpolation when colliding with a local player object. Higher values will set interpolation to collision settings faster.")]
[Range(0.1f, 10f)]
public float CollisionStep;
/// <summary>
/// How much per tick to increase to normal interpolation when not colliding with a local player object.
/// Higher values will set interpolation to normal settings faster.
/// </summary>
[Tooltip("How much per tick to increase to normal interpolation when not colliding with a local player object. Higher values will set interpolation to normal settings faster.")]
[Range(0.1f, 10f)]
public float NormalStep;
/// <summary>
/// Interpolation applied regardless of settings when colliding with a localClient object.
/// </summary>
internal const byte BASE_COLLISION_INTERPOLATION = 0;
/// <summary>
/// Interpolation applied regardless of settings when not colliding with a localClient object.
/// </summary>
internal const byte BASE_NORMAL_INTERPOLATION = 1;
}
}