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