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Reorder properties with headers (#1437)
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@ -22,16 +22,6 @@ namespace Mirror
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{
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{
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public abstract class NetworkTransformBase : NetworkBehaviour
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public abstract class NetworkTransformBase : NetworkBehaviour
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{
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{
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// rotation compression. not public so that other scripts can't modify
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// it at runtime. alternatively we could send 1 extra byte for the mode
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// each time so clients know how to decompress, but the whole point was
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// to save bandwidth in the first place.
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// -> can still be modified in the Inspector while the game is running,
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// but would cause errors immediately and be pretty obvious.
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[Tooltip("Compresses 16 Byte Quaternion into None=12, Much=3, Lots=2 Byte")]
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[SerializeField] Compression compressRotation = Compression.Much;
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public enum Compression { None, Much, Lots, NoRotation }; // easily understandable and funny
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[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
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[Tooltip("Set to true if moves come from owner client, set to false if moves always come from server")]
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public bool clientAuthority;
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public bool clientAuthority;
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@ -49,6 +39,20 @@ public enum Compression { None, Much, Lots, NoRotation }; // easily understandab
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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public float localScaleSensitivity = .01f;
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public float localScaleSensitivity = .01f;
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// rotation compression. not public so that other scripts can't modify
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// it at runtime. alternatively we could send 1 extra byte for the mode
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// each time so clients know how to decompress, but the whole point was
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// to save bandwidth in the first place.
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// -> can still be modified in the Inspector while the game is running,
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// but would cause errors immediately and be pretty obvious.
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[Header("Compression")]
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[Tooltip("Compresses 16 Byte Quaternion into None=12, Much=3, Lots=2 Byte")]
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[SerializeField] Compression compressRotation = Compression.Much;
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public enum Compression { None, Much, Lots, NoRotation }; // easily understandable and funny
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// target transform to sync. can be on a child.
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protected abstract Transform targetComponent { get; }
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// server
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// server
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Vector3 lastPosition;
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Vector3 lastPosition;
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Quaternion lastRotation;
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Quaternion lastRotation;
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@ -71,9 +75,6 @@ public class DataPoint
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// local authority send time
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// local authority send time
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float lastClientSendTime;
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float lastClientSendTime;
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// target transform to sync. can be on a child.
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protected abstract Transform targetComponent { get; }
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// serialization is needed by OnSerialize and by manual sending from authority
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// serialization is needed by OnSerialize and by manual sending from authority
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static void SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Compression compressRotation, Vector3 scale)
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static void SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Compression compressRotation, Vector3 scale)
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{
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{
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@ -10,7 +10,9 @@ namespace Mirror
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[HelpURL("https://mirror-networking.com/docs/Components/NetworkTransformChild.html")]
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[HelpURL("https://mirror-networking.com/docs/Components/NetworkTransformChild.html")]
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public class NetworkTransformChild : NetworkTransformBase
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public class NetworkTransformChild : NetworkTransformBase
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{
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{
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[Header("Target")]
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public Transform target;
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public Transform target;
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protected override Transform targetComponent => target;
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protected override Transform targetComponent => target;
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}
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}
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}
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}
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