Add StickGame Assets
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using FishNet.Connection;
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using FishNet.Managing;
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using FishNet.Managing.Scened;
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using FishNet.Managing.Timing;
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using FishNet.Transporting;
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using GameKit.Utilities;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Component.ColliderRollback
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{
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public class RollbackManager : MonoBehaviour
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{
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#region Types.
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[System.Serializable, System.Flags] //Remove on 2024/01/01, replace with PhysicsType that is not part of RollbackManager.
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public enum PhysicsType : byte
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{
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TwoDimensional = 1,
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ThreeDimensional = 2,
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Both = 4
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}
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#endregion
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#region Internal.
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/// <summary>
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/// Cached value for bounding box layermask.
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/// </summary>
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internal int? BoundingBoxLayerNumber
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{
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get
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{
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if (_boundingBoxLayerNumber == null)
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{
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for (int i = 0; i < 32; i++)
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{
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if ((1 << i) == BoundingBoxLayer.value)
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{
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_boundingBoxLayerNumber = i;
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break;
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}
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}
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}
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return _boundingBoxLayerNumber;
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}
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}
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private int? _boundingBoxLayerNumber;
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#endregion
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#region Serialized.
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/// <summary>
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///
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/// </summary>
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[Tooltip("Layer to use when creating and checking against bounding boxes. This should be different from any layer used.")]
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[SerializeField]
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private LayerMask _boundingBoxLayer = 0;
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/// <summary>
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/// Layer to use when creating and checking against bounding boxes. This should be different from any layer used.
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/// </summary>
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internal LayerMask BoundingBoxLayer => _boundingBoxLayer;
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/// <summary>
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///
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/// </summary>
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[Tooltip("Maximum time in the past colliders can be rolled back to.")]
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[SerializeField]
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private float _maximumRollbackTime = 1.25f;
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/// <summary>
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/// Maximum time in the past colliders can be rolled back to.
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/// </summary>
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internal float MaximumRollbackTime => _maximumRollbackTime;
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/// <summary>
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///
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/// </summary>
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[Tooltip("Interpolation value for the NetworkTransforms or objects being rolled back.")]
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[Range(0, 250)]
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[SerializeField]
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internal ushort Interpolation = 2;
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#endregion
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/// <summary>
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/// Initializes this script for use.
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/// </summary>
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/// <param name="manager"></param>
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internal void InitializeOnce_Internal(NetworkManager manager)
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{
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}
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/// <summary>
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/// Rolls back all colliders.
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/// </summary>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="physicsType">Type of physics to rollback; this is often what your casts will use.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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[Obsolete("Use Rollback(PreciseTick, RollbackPhysicsType, bool)")] //Remove on 2024/01/01.
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public void Rollback(PreciseTick pt, PhysicsType physicsType, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all colliders.
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/// </summary>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="physicsType">Type of physics to rollback; this is often what your casts will use.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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public void Rollback(PreciseTick pt, RollbackPhysicsType physicsType, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all colliders.
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/// </summary>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="physicsType">Type of physics to rollback; this is often what your casts will use.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Rollback(Scene scene, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all colliders.
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/// </summary>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="physicsType">Type of physics to rollback; this is often what your casts will use.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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public void Rollback(int sceneHandle, PreciseTick pt, RollbackPhysicsType physicsType, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all 3d colliders hit by a test cast against bounding boxes.
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/// </summary>
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/// <param name="origin">Ray origin.</param>
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/// <param name="normalizedDirection">Direction to cast.</param>
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/// <param name="distance">Distance of cast.</param>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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public void Rollback(Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all 3d colliders hit by a test cast against bounding boxes.
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/// </summary>
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/// <param name="origin">Ray origin.</param>
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/// <param name="normalizedDirection">Direction to cast.</param>
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/// <param name="distance">Distance of cast.</param>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Rollback(Scene scene, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all 3d colliders hit by a test cast against bounding boxes.
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/// </summary>
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/// <param name="origin">Ray origin.</param>
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/// <param name="normalizedDirection">Direction to cast.</param>
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/// <param name="distance">Distance of cast.</param>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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public void Rollback(int sceneHandle, Vector3 origin, Vector3 normalizedDirection, float distance, PreciseTick pt, bool asOwner = false)
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{
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}
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/// <summary>
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/// Rolls back all 3d colliders hit by a test cast against bounding boxes.
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/// </summary>
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/// <param name="origin">Ray origin.</param>
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/// <param name="normalizedDirection">Direction to cast.</param>
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/// <param name="distance">Distance of cast.</param>
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/// <param name="pt">Precise tick received from the client.</param>
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/// <param name="asOwner">True if IsOwner of the object the raycast is for. This can be ignored and only provides more accurate results for clientHost.</param>
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public void Rollback(Vector2 origin, Vector2 normalizedDirection, float distance, PreciseTick pt, bool asOwner = false)
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{
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}
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/// <summary>
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/// Returns all ColliderRollback objects back to their original position.
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/// </summary>
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public void Return()
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{
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}
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}
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}
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