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feat: Add weaver support for Vector2Int and Vector3Int (#646)
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@ -139,6 +139,8 @@ class Weaver
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public static TypeReference vector2Type;
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public static TypeReference vector3Type;
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public static TypeReference vector4Type;
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public static TypeReference vector2IntType;
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public static TypeReference vector3IntType;
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public static TypeReference colorType;
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public static TypeReference color32Type;
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public static TypeReference quaternionType;
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@ -1014,6 +1016,8 @@ static void SetupUnityTypes()
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vector2Type = UnityAssembly.MainModule.GetType("UnityEngine.Vector2");
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vector3Type = UnityAssembly.MainModule.GetType("UnityEngine.Vector3");
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vector4Type = UnityAssembly.MainModule.GetType("UnityEngine.Vector4");
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vector2IntType = UnityAssembly.MainModule.GetType("UnityEngine.Vector2Int");
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vector3IntType = UnityAssembly.MainModule.GetType("UnityEngine.Vector3Int");
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colorType = UnityAssembly.MainModule.GetType("UnityEngine.Color");
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color32Type = UnityAssembly.MainModule.GetType("UnityEngine.Color32");
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quaternionType = UnityAssembly.MainModule.GetType("UnityEngine.Quaternion");
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@ -1187,6 +1191,8 @@ static void SetupReadFunctions()
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{ vector2Type.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadVector2") },
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{ vector3Type.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadVector3") },
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{ vector4Type.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadVector4") },
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{ vector2IntType.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadVector2Int") },
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{ vector3IntType.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadVector3Int") },
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{ colorType.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadColor") },
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{ color32Type.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadColor32") },
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{ quaternionType.FullName, Resolvers.ResolveMethod(NetworkReaderType, CurrentAssembly, "ReadQuaternion") },
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@ -1223,6 +1229,8 @@ static void SetupWriteFunctions()
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{ vector2Type.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", vector2Type) },
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{ vector3Type.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", vector3Type) },
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{ vector4Type.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", vector4Type) },
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{ vector2IntType.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", vector2IntType) },
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{ vector3IntType.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", vector3IntType) },
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{ colorType.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", colorType) },
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{ color32Type.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", color32Type) },
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{ quaternionType.FullName, Resolvers.ResolveMethodWithArg(NetworkWriterType, CurrentAssembly, "Write", quaternionType) },
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@ -143,6 +143,16 @@ public Vector4 ReadVector4()
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return new Vector4(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
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}
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public Vector2Int ReadVector2Int()
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{
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return new Vector2Int((int)ReadPackedUInt32(), (int)ReadPackedUInt32());
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}
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public Vector3Int ReadVector3Int()
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{
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return new Vector3Int((int)ReadPackedUInt32(), (int)ReadPackedUInt32(), (int)ReadPackedUInt32());
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}
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public Color ReadColor()
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{
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return new Color(ReadSingle(), ReadSingle(), ReadSingle(), ReadSingle());
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@ -214,6 +214,19 @@ public void Write(Vector4 value)
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Write(value.w);
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}
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public void Write(Vector2Int value)
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{
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WritePackedUInt32((uint)value.x);
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WritePackedUInt32((uint)value.y);
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}
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public void Write(Vector3Int value)
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{
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WritePackedUInt32((uint)value.x);
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WritePackedUInt32((uint)value.y);
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WritePackedUInt32((uint)value.z);
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}
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public void Write(Color value)
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{
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Write(value.r);
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