remove unused

This commit is contained in:
mischa 2024-04-02 17:01:13 +08:00
parent 4da1b7879d
commit 2c04d50a3d

View File

@ -69,18 +69,9 @@ public class ForecastRigidbody : NetworkBehaviour
[Tooltip("Performance optimization: only create/destroy ghosts every n-th frame is enough.")]
public int checkGhostsEveryNthFrame = 4;
[Tooltip("Teleport if we are further than 'multiplier x collider size' behind.")]
public float teleportDistanceMultiplier = 10;
[Header("Bandwidth")]
[Tooltip("Reduce sends while velocity==0. Client's objects may slightly move due to gravity/physics, so we still want to send corrections occasionally even if an object is idle on the server the whole time.")]
public bool reduceSendsWhileIdle = true;
// joints
Vector3 initialPosition;
Quaternion initialRotation;
// Vector3 initialScale; // don't change scale for now. causes issues with parenting.
Color originalColor;
protected virtual void Awake()
@ -94,45 +85,12 @@ protected virtual void Awake()
// otherwise there's not going to be any smoothing whatsoever.
predictedRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
// cache initial position/rotation/scale to be used when moving physics components (configurable joints' range of motion)
initialPosition = tf.position;
initialRotation = tf.rotation;
// initialScale = tf.localScale;
// cache ² computations
motionSmoothingVelocityThresholdSqr = motionSmoothingVelocityThreshold * motionSmoothingVelocityThreshold;
motionSmoothingAngularVelocityThresholdSqr = motionSmoothingAngularVelocityThreshold * motionSmoothingAngularVelocityThreshold;
positionCorrectionThresholdSqr = positionCorrectionThreshold * positionCorrectionThreshold;
}
protected virtual void CopyRenderersAsGhost(GameObject destination, Material material)
{
// find the MeshRenderer component, which sometimes is on a child.
MeshRenderer originalMeshRenderer = GetComponentInChildren<MeshRenderer>(true);
MeshFilter originalMeshFilter = GetComponentInChildren<MeshFilter>(true);
if (originalMeshRenderer != null && originalMeshFilter != null)
{
MeshFilter meshFilter = destination.AddComponent<MeshFilter>();
meshFilter.mesh = originalMeshFilter.mesh;
MeshRenderer meshRenderer = destination.AddComponent<MeshRenderer>();
meshRenderer.material = originalMeshRenderer.material;
// renderers often have multiple materials. copy all.
if (originalMeshRenderer.materials != null)
{
Material[] materials = new Material[originalMeshRenderer.materials.Length];
for (int i = 0; i < materials.Length; ++i)
{
materials[i] = material;
}
meshRenderer.materials = materials; // need to reassign to see it in effect
}
}
// if we didn't find a renderer, show a warning
else Debug.LogWarning($"ForecastRigidbody: {name} found no renderer to copy onto the visual object. If you are using a custom setup, please overwrite ForecastRigidbody.CreateVisualCopy().");
}
void UpdateServer()
{
// bandwidth optimization while idle.