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440 lines
17 KiB
C#
440 lines
17 KiB
C#
using GameKit.Dependencies.Utilities;
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using UnityEngine;
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using UnityEngine.Scripting;
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namespace FishNet.Object.Prediction
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{
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/// <summary>
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/// Used to make calculations and perform actions in moving transforms over time.
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/// </summary>
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[Preserve]
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public struct MoveRates
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{
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/// <summary>
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/// Rate at which to move Position.
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/// </summary>
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public float Position;
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/// <summary>
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/// Rate at which to move Rotation.
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/// </summary>
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public float Rotation;
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/// <summary>
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/// Rate at which to move Scale.
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/// </summary>
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public float Scale;
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/// <summary>
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/// Time remaining until the move is complete.
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/// </summary>
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public float TimeRemaining;
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/// <summary>
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/// Value used when data is not set.
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/// </summary>
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public const float UNSET_VALUE = float.NegativeInfinity;
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/// <summary>
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/// Value used when move rate should be instant.
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/// </summary>
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public const float INSTANT_VALUE = float.PositiveInfinity;
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/// <summary>
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/// True if any data is set. Once set, this will remain true until ResetState is called.
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/// </summary>
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public bool IsValid { get; private set; }
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public MoveRates(float value) : this()
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{
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Position = value;
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Rotation = value;
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Scale = value;
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IsValid = true;
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}
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public MoveRates(float position, float rotation) : this()
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{
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Position = position;
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Rotation = rotation;
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Scale = INSTANT_VALUE;
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IsValid = true;
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}
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public MoveRates(float position, float rotation, float scale) : this()
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{
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Position = position;
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Rotation = rotation;
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Scale = scale;
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IsValid = true;
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}
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public MoveRates(float position, float rotation, float scale, float timeRemaining)
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{
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Position = position;
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Rotation = rotation;
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Scale = scale;
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TimeRemaining = timeRemaining;
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IsValid = true;
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}
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/// <summary>
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/// True if a positional move rate is set.
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/// </summary>
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public bool IsPositionSet => (Position != UNSET_VALUE);
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/// <summary>
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/// True if rotation move rate is set.
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/// </summary>
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public bool IsRotationSet => (Rotation != UNSET_VALUE);
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/// <summary>
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/// True if a scale move rate is set.
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/// </summary>
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public bool IsScaleSet => (Scale != UNSET_VALUE);
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/// <summary>
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/// True if position move rate should be instant.
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/// </summary>
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public bool IsPositionInstantValue => (Position == INSTANT_VALUE);
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/// <summary>
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/// True if rotation move rate should be instant.
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/// </summary>
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public bool IsRotationInstantValue => (Rotation == INSTANT_VALUE);
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/// <summary>
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/// True if scale move rate should be instant.
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/// </summary>
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public bool IsScaleInstantValue => (Scale == INSTANT_VALUE);
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/// <summary>
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/// Sets all rates to instant.
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/// </summary>
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public void SetInstantRates() => Update(INSTANT_VALUE);
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/// <summary>
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/// Sets all rates to the same value.
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/// </summary>
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public void Update(float value) => Update(value, value, value);
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/// <summary>
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/// Sets rates for each property.
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/// </summary>
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public void Update(float position, float rotation, float scale)
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{
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Position = position;
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Rotation = rotation;
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Scale = scale;
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IsValid = true;
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}
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/// <summary>
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/// Sets rates for each property.
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/// </summary>
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public void Update(float position, float rotation, float scale, float timeRemaining)
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{
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Position = position;
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Rotation = rotation;
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Scale = scale;
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TimeRemaining = timeRemaining;
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IsValid = true;
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}
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/// <summary>
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/// Updates to new values.
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/// </summary>
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public void Update(MoveRates moveRates) => Update(moveRates.Position, moveRates.Rotation, moveRates.Scale, moveRates.TimeRemaining);
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/// <summary>
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/// Updates to new values.
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/// </summary>
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public void Update(MoveRatesCls moveRates) => Update(moveRates.Position, moveRates.Rotation, moveRates.Scale, moveRates.TimeRemaining);
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/// <summary>
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/// Resets to unset values.
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/// </summary>
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public void ResetState()
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{
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Update(MoveRates.UNSET_VALUE, MoveRates.UNSET_VALUE, MoveRates.UNSET_VALUE, timeRemaining: 0f);
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IsValid = false;
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetWorldMoveRates(Transform from, Transform to, float duration, float teleportThreshold)
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{
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return GetMoveRates(from.position, to.position, from.rotation, to.rotation, from.localScale, to.localScale, duration, teleportThreshold);
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetLocalMoveRates(Transform from, Transform to, float duration, float teleportThreshold)
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{
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return GetMoveRates(from.localPosition, to.localPosition, from.localRotation, to.localRotation, from.localScale, to.localScale, duration, teleportThreshold);
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetWorldMoveRates(TransformProperties prevValues, Transform t, float duration, float teleportThreshold)
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{
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return GetMoveRates(prevValues.Position, t.position, prevValues.Rotation, t.rotation, prevValues.Scale, t.localScale, duration, teleportThreshold);
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetLocalMoveRates(TransformProperties prevValues, Transform t, float duration, float teleportThreshold)
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{
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return GetMoveRates(prevValues.Position, t.localPosition, prevValues.Rotation, t.localRotation, prevValues.Scale, t.localScale, duration, teleportThreshold);
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetMoveRates(TransformProperties prevValues, TransformProperties nextValues, float duration, float teleportThreshold)
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{
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return GetMoveRates(prevValues.Position, nextValues.Position, prevValues.Rotation, nextValues.Rotation, prevValues.Scale, nextValues.Scale, duration, teleportThreshold);
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}
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/// <summary>
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/// Returns a new MoveRates based on previous values, and a transforms current position.
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/// </summary>
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public static MoveRates GetMoveRates(Vector3 fromPosition, Vector3 toPosition, Quaternion fromRotation, Quaternion toRotation, Vector3 fromScale, Vector3 toScale, float duration, float teleportThreshold)
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{
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float rate;
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/* Position. */
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rate = toPosition.GetRate(fromPosition, duration, out float distance);
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//Basic teleport check.
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if (teleportThreshold != UNSET_VALUE && distance > teleportThreshold)
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return new(INSTANT_VALUE, INSTANT_VALUE, INSTANT_VALUE, duration);
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//Smoothing.
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float positionRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
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rate = toRotation.GetRate(fromRotation, duration, out _);
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float rotationRate = rate.SetIfUnderTolerance(0.2f, INSTANT_VALUE);
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rate = toScale.GetRate(fromScale, duration, out _);
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float scaleRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
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return new(positionRate, rotationRate, scaleRate, duration);
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}
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/// <summary>
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/// Gets a move rate for two Vector3s.
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/// </summary>
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public static float GetMoveRate(Vector3 fromPosition, Vector3 toPosition, float duration, float teleportThreshold)
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{
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float rate;
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float distance;
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/* Position. */
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rate = toPosition.GetRate(fromPosition, duration, out distance);
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//Basic teleport check.
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if (teleportThreshold != UNSET_VALUE && distance > teleportThreshold)
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{
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return INSTANT_VALUE;
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}
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//Smoothing.
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else
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{
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float positionRate = rate.SetIfUnderTolerance(0.0001f, INSTANT_VALUE);
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return positionRate;
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}
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}
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/// <summary>
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/// Gets a move rate for two Quaternions.
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/// </summary>
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public static float GetMoveRate(Quaternion fromRotation, Quaternion toRotation, float duration)
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{
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float rate = toRotation.GetRate(fromRotation, duration, out _);
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float rotationRate = rate.SetIfUnderTolerance(0.2f, INSTANT_VALUE);
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return rotationRate;
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}
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/// <summary>
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/// Moves transform to target values.
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/// </summary>
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public void Move(Transform movingTransform, TransformProperties goalProperties, float delta, bool useWorldSpace)
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{
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if (!IsValid)
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return;
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Move(movingTransform, TransformPropertiesFlag.Everything, goalProperties.Position, Position, goalProperties.Rotation, Rotation, goalProperties.Scale, Scale, delta, useWorldSpace);
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TimeRemaining -= delta;
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}
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/// <summary>
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/// Moves transform to target values.
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/// </summary>
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public void Move(Transform movingTransform, TransformProperties goalProperties, TransformPropertiesFlag movedProperties, float delta, bool useWorldSpace)
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{
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if (!IsValid)
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return;
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Move(movingTransform, movedProperties, goalProperties.Position, Position, goalProperties.Rotation, Rotation, goalProperties.Scale, Scale, delta, useWorldSpace);
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TimeRemaining -= delta;
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}
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/// <summary>
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/// Moves transform to target values.
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/// </summary>
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public static void Move(Transform movingTransform, TransformPropertiesFlag movedProperties, Vector3 posGoal, float posRate, Quaternion rotGoal, float rotRate, Vector3 scaleGoal, float scaleRate, float delta, bool useWorldSpace)
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{
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Transform t = movingTransform;
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bool containsPosition = movedProperties.FastContains(TransformPropertiesFlag.Position);
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bool containsRotation = movedProperties.FastContains(TransformPropertiesFlag.Rotation);
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bool containsScale = movedProperties.FastContains(TransformPropertiesFlag.Scale);
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//World space.
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if (useWorldSpace)
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{
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if (containsPosition)
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{
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if (posRate == INSTANT_VALUE)
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t.position = posGoal;
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else if (posRate == UNSET_VALUE) { }
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else
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t.position = Vector3.MoveTowards(t.position, posGoal, posRate * delta);
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}
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if (containsRotation)
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{
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if (rotRate == INSTANT_VALUE)
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t.rotation = rotGoal;
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else if (rotRate == UNSET_VALUE) { }
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else
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t.rotation = Quaternion.RotateTowards(t.rotation, rotGoal, rotRate * delta);
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}
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}
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//Local space.
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else
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{
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if (containsPosition)
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{
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if (posRate == INSTANT_VALUE)
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t.localPosition = posGoal;
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else if (posRate == UNSET_VALUE) { }
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else
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t.localPosition = Vector3.MoveTowards(t.localPosition, posGoal, posRate * delta);
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}
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if (containsRotation)
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{
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if (rotRate == INSTANT_VALUE)
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t.localRotation = rotGoal;
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else if (rotRate == UNSET_VALUE) { }
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else
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t.localRotation = Quaternion.RotateTowards(t.localRotation, rotGoal, rotRate * delta);
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}
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}
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//Scale always uses local.
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if (containsScale)
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{
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if (scaleRate == INSTANT_VALUE)
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t.localScale = scaleGoal;
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else if (scaleRate == UNSET_VALUE) { }
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else
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t.localScale = Vector3.MoveTowards(t.localScale, scaleGoal, scaleRate * delta);
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}
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}
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}
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/// <summary>
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/// Used to make calculations and perform actions in moving transforms over time.
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/// </summary>
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/// <remarks>This acts as a wrapper for MoveRates struct.</remarks>
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public class MoveRatesCls : IResettable
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{
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/// <summary>
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/// Container of all move rate information.
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/// </summary>
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private MoveRates _moveRates = new();
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/// <summary>
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/// Rate at which to move Position.
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/// </summary>
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public float Position => _moveRates.Position;
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/// <summary>
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/// Rate at which to move Rotation.
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/// </summary>
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public float Rotation => _moveRates.Rotation;
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/// <summary>
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/// Rate at which to move Scale.
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/// </summary>
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public float Scale => _moveRates.Scale;
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/// <summary>
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/// Time remaining until the move is complete.
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/// </summary>
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public float TimeRemaining => _moveRates.TimeRemaining;
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/// <summary>
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/// True if position move rate should be instant.
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/// </summary>
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public bool IsPositionInstantValue => _moveRates.IsPositionInstantValue;
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/// <summary>
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/// True if rotation move rate should be instant.
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/// </summary>
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public bool IsRotationInstantValue => _moveRates.IsRotationInstantValue;
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/// <summary>
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/// True if scale move rate should be instant.
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/// </summary>
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public bool IsScaleInstantValue => _moveRates.IsScaleInstantValue;
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/// <summary>
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/// True if any data is set.
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/// </summary>
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public bool IsValid => _moveRates.IsValid;
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public MoveRatesCls(float value) => _moveRates = new MoveRates(value);
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public MoveRatesCls(float position, float rotation) => _moveRates = new MoveRates(position, rotation);
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public MoveRatesCls(float position, float rotation, float scale) => _moveRates = new MoveRates(position, rotation, scale);
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public MoveRatesCls(float position, float rotation, float scale, float timeRemaining) => _moveRates = new MoveRates(position, rotation, scale, timeRemaining);
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public MoveRatesCls() => _moveRates.ResetState();
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/// <summary>
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/// Sets all rates to instant.
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/// </summary>
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public void SetInstantRates() => _moveRates.SetInstantRates();
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/// <summary>
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/// Sets all rates to the same value.
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/// </summary>
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public void Update(float value) => _moveRates.Update(value);
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/// <summary>
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/// Updates values.
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/// </summary>
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public void Update(float position, float rotation, float scale) => _moveRates.Update(position, rotation, scale);
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/// <summary>
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/// Updates values.
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/// </summary>
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public void Update(float position, float rotation, float scale, float timeRemaining) => _moveRates.Update(position, rotation, scale, timeRemaining);
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/// <summary>
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/// Updaes values.
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/// </summary>
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public void Update(MoveRatesCls mr) => _moveRates.Update(mr.Position, mr.Rotation, mr.Scale);
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/// <summary>
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/// Moves transform to target values.
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/// </summary>
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public void Move(Transform movingTransform, TransformProperties goalProperties, float delta, bool useWorldSpace) => _moveRates.Move(movingTransform, goalProperties, delta, useWorldSpace);
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/// <summary>
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/// Moves transform to target values.
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/// </summary>
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public void Move(Transform movingTransform, TransformProperties goalProperties, TransformPropertiesFlag movedProperties, float delta, bool useWorldSpace) => _moveRates.Move(movingTransform, goalProperties, movedProperties, delta, useWorldSpace);
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public void ResetState() => _moveRates.ResetState();
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public void InitializeState() { }
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}
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} |