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WorkerShipPhysics.cs
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95 lines (78 loc) · 3.13 KB
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using Improbable.Unity;
using Improbable.Unity.Visualizer;
using Improbable.Worker;
using NetworkOptimization;
using RogueFleet.Ship;
using UnityEngine;
namespace Assets.GameLogic.Ship
{
[WorkerType(WorkerPlatform.UnityWorker)]
public class WorkerShipPhysics : MonoBehaviour
{
Rigidbody shipRigidbody;
Authority authority;
[Require] ShipPhysics.Reader ShipPhysicsReader;
void Awake()
{
shipRigidbody = GetComponent<Rigidbody>();
}
void OnEnable()
{
shipRigidbody.isKinematic = false;
authority = ShipPhysicsReader.Authority;
ShipPhysicsReader.AuthorityChanged.Add(OnAuthorityChanged);
ShipPhysicsReader.PositionUpdated.AddAndInvoke(OnPositionUpdated);
ShipPhysicsReader.RotationUpdated.AddAndInvoke(OnRotationUpdated);
ShipPhysicsReader.LinearVelocityUpdated.AddAndInvoke(OnVelocityUpdated);
ShipPhysicsReader.AngularVelocityUpdated.AddAndInvoke(OnAngularVelocityUpdated);
}
void OnDisable()
{
ShipPhysicsReader.AngularVelocityUpdated.Remove(OnAngularVelocityUpdated);
ShipPhysicsReader.LinearVelocityUpdated.Remove(OnVelocityUpdated);
ShipPhysicsReader.RotationUpdated.Remove(OnRotationUpdated);
ShipPhysicsReader.PositionUpdated.Remove(OnPositionUpdated);
ShipPhysicsReader.AuthorityChanged.Remove(OnAuthorityChanged);
}
void OnAuthorityChanged(Authority newAuthority)
{
authority = newAuthority;
}
void OnPositionUpdated(Bytes stateUpdate)
{
if (authority == Authority.NotAuthoritative)
{
var decoded = Decode.Vector3f(stateUpdate.BackingArray);
var position = new Vector3(decoded[0], decoded[1], decoded[2]);
shipRigidbody.position = position;
}
}
void OnRotationUpdated(Bytes stateUpdate)
{
if (authority == Authority.NotAuthoritative)
{
var decoded = Decode.Quaternion(stateUpdate.BackingArray);
var rotation = new Quaternion(decoded[0], decoded[1], decoded[2], decoded[3]);
shipRigidbody.rotation = rotation;
}
}
void OnVelocityUpdated(Bytes stateUpdate)
{
if (authority == Authority.NotAuthoritative)
{
var decoded = Decode.Velocity(stateUpdate.BackingArray, ShipPhysicsReader.Data.maxLinearVelocity);
var velocity = new Vector3(decoded[0], decoded[1], decoded[2]);
shipRigidbody.velocity = velocity;
}
}
void OnAngularVelocityUpdated(Bytes stateUpdate)
{
if (authority == Authority.NotAuthoritative)
{
var decoded = Decode.Velocity(stateUpdate.BackingArray, ShipPhysicsReader.Data.maxAngularVelocity);
var velocity = new Vector3(decoded[0], decoded[1], decoded[2]);
shipRigidbody.angularVelocity = velocity;
}
}
}
}