Add StickGame Assets
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using FishNet.Utility.Constant;
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
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namespace FishNet.Object
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{
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public enum ReplicateState : byte
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{
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/// <summary>
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/// The default value of this state.
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/// This value should never occur when a replicate runs.
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/// </summary>
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Invalid = 0,
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/// <summary>
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/// Data is user made, such if it were created within OnTick.
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/// This occurs when a replicate is called from user code.
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/// </summary>
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UserCreated = 1,
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/// <summary>
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/// No data was made from the user; default data is used with an estimated tick.
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/// This occurs on non-owned objects or server when a replicate is called from user code, and there are no datas enqeued.
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/// </summary>
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Predicted = 2,
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/// <summary>
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/// Data is user made, such if it were created within OnTick.
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/// This occurs when a replicate is replaying past datas, triggered by a reconcile.
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/// </summary>
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ReplayedUserCreated = 3,
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/// <summary>
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/// No data was made from the user; default data is used with an estimated tick.
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/// This occurs when a replicate would be replaying past datas, triggered by a reconcile, but there is no user created data for the tick.
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/// </summary>
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ReplayedPredicted = 4,
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}
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public static class ReplicateStateExtensions
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{
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/// <summary>
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/// Returns if value is valid.
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/// </summary>
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public static bool IsValid(this ReplicateState value) => (value != ReplicateState.Invalid);
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/// <summary>
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/// Returns if value is replayed.
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/// </summary>
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public static bool IsReplayed(this ReplicateState value) => (value == ReplicateState.ReplayedPredicted || value == ReplicateState.ReplayedUserCreated);
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/// <summary>
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/// Returns if value is user created.
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/// </summary>
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public static bool IsUserCreated(this ReplicateState value) => (value == ReplicateState.UserCreated || value == ReplicateState.ReplayedUserCreated);
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/// <summary>
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/// Returns if value is predicted.
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/// </summary>
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public static bool IsPredicted(this ReplicateState value) => !value.IsUserCreated();
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}
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}
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