using FishNet.CodeGenerating;
using FishNet.Serializing;
using UnityEngine;
using UnityEngine.Scripting;
namespace FishNet.Component.Prediction
{
[UseGlobalCustomSerializer]
[Preserve]
public struct RigidbodyState
{
public Vector3 Position;
public Quaternion Rotation;
public bool IsKinematic;
public Vector3 Velocity;
public Vector3 AngularVelocity;
public RigidbodyState(Rigidbody rb, bool isKinematic) : this(rb)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
IsKinematic = isKinematic;
Velocity = rb.linearVelocity;
AngularVelocity = rb.angularVelocity;
}
public RigidbodyState(Rigidbody rb)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
IsKinematic = rb.isKinematic;
Velocity = rb.linearVelocity;
AngularVelocity = rb.angularVelocity;
}
}
[UseGlobalCustomSerializer]
[Preserve]
public struct Rigidbody2DState
{
public Vector3 Position;
public Quaternion Rotation;
public Vector2 Velocity;
public float AngularVelocity;
public bool Simulated;
public bool IsKinematic;
public Rigidbody2DState(Rigidbody2D rb, bool simulated)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
Velocity = rb.linearVelocity;
AngularVelocity = rb.angularVelocity;
Simulated = simulated;
IsKinematic = rb.isKinematic;
}
public Rigidbody2DState(Rigidbody2D rb)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
Velocity = rb.linearVelocity;
AngularVelocity = rb.angularVelocity;
Simulated = rb.simulated;
IsKinematic = rb.isKinematic;
}
}
[Preserve]
public static class RigidbodyStateSerializers
{
public static void WriteRigidbodyState(this Writer writer, RigidbodyState value)
{
writer.WriteVector3(value.Position);
writer.WriteQuaternion32(value.Rotation);
writer.WriteBoolean(value.IsKinematic);
if (!value.IsKinematic)
{
writer.WriteVector3(value.Velocity);
writer.WriteVector3(value.AngularVelocity);
}
}
public static RigidbodyState ReadRigidbodyState(this Reader reader)
{
RigidbodyState state = new()
{
Position = reader.ReadVector3(),
Rotation = reader.ReadQuaternion32(),
IsKinematic = reader.ReadBoolean()
};
if (!state.IsKinematic)
{
state.Velocity = reader.ReadVector3();
state.AngularVelocity = reader.ReadVector3();
}
return state;
}
public static void WriteRigidbody2DState(this Writer writer, Rigidbody2DState value)
{
writer.WriteVector3(value.Position);
writer.WriteQuaternion32(value.Rotation);
writer.WriteBoolean(value.Simulated);
writer.WriteBoolean(value.IsKinematic);
if (value.Simulated)
{
writer.WriteVector2(value.Velocity);
writer.WriteSingle(value.AngularVelocity);
}
}
public static Rigidbody2DState ReadRigidbody2DState(this Reader reader)
{
Rigidbody2DState state = new()
{
Position = reader.ReadVector3(),
Rotation = reader.ReadQuaternion32(),
Simulated = reader.ReadBoolean(),
IsKinematic = reader.ReadBoolean()
};
if (state.Simulated)
{
state.Velocity = reader.ReadVector2();
state.AngularVelocity = reader.ReadSingle();
}
return state;
}
}
[Preserve]
public static class RigidbodyStateExtensions
{
///
/// Gets a RigidbodyState.
///
public static RigidbodyState GetState(this Rigidbody rb)
{
return new(rb);
}
///
/// Sets a state to a rigidbody.
///
public static void SetState(this Rigidbody rb, RigidbodyState state)
{
Transform t = rb.transform;
t.position = state.Position;
t.rotation = state.Rotation;
rb.linearVelocity = state.Velocity;
rb.angularVelocity = state.AngularVelocity;
}
///
/// Gets a Rigidbody2DState.
///
public static Rigidbody2DState GetState(this Rigidbody2D rb)
{
return new(rb);
}
///
/// Sets a state to a rigidbody.
///
public static void SetState(this Rigidbody2D rb, Rigidbody2DState state)
{
Transform t = rb.transform;
t.position = state.Position;
t.rotation = state.Rotation;
rb.linearVelocity = state.Velocity;
rb.angularVelocity = state.AngularVelocity;
}
}
}