using System;
using System.Collections.Generic;
using FishNet.Connection;
using FishNet.Managing.Timing;
using FishNet.Object;
using FishNet.Utility;
using GameKit.Dependencies.Utilities;
using UnityEngine;
namespace FishNet.Managing.Observing
{
///
/// Handles level of detail actions.
///
public sealed partial class ObserverManager : MonoBehaviour
{
///
/// Most recent LocalTick value on the TimeManager.
///
internal uint LocalTick;
[Tooltip("True to enable level of detail.")]
[SerializeField]
private bool _useLevelOfDetail;
///
/// The maximum delay between updates when an object is using the highest level of detail.
///
[Tooltip("The maximum delay between updates when an object is using the highest level of detail.")]
[Range(MINIMUM_LEVEL_OF_DETAIL_SEND_INTERVAL, MAXIMUM_LEVEL_OF_DETAIL_SEND_INTERVAL)]
[SerializeField]
private float _maximumLevelOfDetailInterval = 2f;
///
/// The time it will take to calculate new level of detail values.
///
[Tooltip("The time it will take to calculate new level of detail values.")]
[Range(MINIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION, MAXIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION)]
[SerializeField]
private float _levelOfDetailUpdateDuration = 1f;
///
/// Distances for each level of detail change. Each distance is an exponential increase. When the largest distance is surpassed the maximum delay is used; while within the first distance standard delays are used.
///
[Tooltip("Distances for each level of detail change. Each distance is an exponential increase. When the largest distance is surpassed the maximum delay is used; while within the first distance standard delays are used.")]
[SerializeField]
private List _levelOfDetailDistances = new();
#region Consts.
///
/// Minimum time allowed for the maximum level of detail send interval.
///
private const float MINIMUM_LEVEL_OF_DETAIL_SEND_INTERVAL = 0.1f;
///
/// Maximum time allowed for the maximum level of detail send interval.
///
private const float MAXIMUM_LEVEL_OF_DETAIL_SEND_INTERVAL = 15f;
///
/// Minimum time which can be used for the level of detail update duration.
///
private const float MINIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION = 0.5f;
///
/// Maximum time which can be used for the level of detail update duration.
///
private const float MAXIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION = 10f;
#endregion
///
/// Initializes for level of detail use.
///
/// New UseLevelOfDetail value.
private bool InitializeLevelOfDetailValues()
{
return false;
}
///
/// Updates the duration of how long level of update values should be recalculated.
///
public void SetLevelOfDetailRecalculationDuration(float duration) => _levelOfDetailUpdateDuration = Mathf.Clamp(duration, MINIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION, MAXIMUM_LEVEL_OF_DETAIL_UPDATE_DURATION);
}
}