feat: Paddle Transform Over Network
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7f169fc788
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@ -60,16 +60,17 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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}
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}
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed }); }
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed, PositionY = Transform.Position.Y }); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed }); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed, PositionY = Transform.Position.Y }); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed }); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed, PositionY = Transform.Position.Y }); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed }); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; SendData(new PaddleInputs() { IsUpPressed = isUpPressed, IsDownPressed = isDownPressed, PositionY = Transform.Position.Y }); }
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public override void ReceiveData<T>(T data)
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public override void ReceiveData<T>(T data)
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{
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{
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if (data is not PaddleInputs paddleInputs)
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if (data is not PaddleInputs paddleInputs)
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return;
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return;
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Transform.Position = new(Transform.Position.X, paddleInputs.PositionY);
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isUpPressed = paddleInputs.IsUpPressed;
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isUpPressed = paddleInputs.IsUpPressed;
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isDownPressed = paddleInputs.IsDownPressed;
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isDownPressed = paddleInputs.IsDownPressed;
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}
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}
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@ -77,17 +78,20 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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[System.Serializable]
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[System.Serializable]
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public struct PaddleInputs : INetworkPacket
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public struct PaddleInputs : INetworkPacket
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{
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{
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public float PositionY { get; set; }
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public bool IsUpPressed { get; set; }
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public bool IsUpPressed { get; set; }
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public bool IsDownPressed { get; set; }
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public bool IsDownPressed { get; set; }
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public void Deserialize(NetDataReader reader)
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public void Deserialize(NetDataReader reader)
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{
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{
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PositionY = reader.GetFloat();
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IsUpPressed = reader.GetBool();
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IsUpPressed = reader.GetBool();
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IsDownPressed = reader.GetBool();
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IsDownPressed = reader.GetBool();
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}
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}
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public void Serialize(NetDataWriter writer)
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public void Serialize(NetDataWriter writer)
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{
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{
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writer.Put(PositionY);
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writer.Put(IsUpPressed);
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writer.Put(IsUpPressed);
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writer.Put(IsDownPressed);
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writer.Put(IsDownPressed);
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}
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}
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