Files
TheDeclineOfWarriors/Assets/FishNet/Runtime/Generated/Component/Prediction/RigidbodyState.cs
T
2026-03-30 20:11:57 +07:00

226 lines
6.8 KiB
C#

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;
[ExcludeSerialization]
public readonly AutoPackType RotationPacking;
public bool IsKinematic;
public Vector3 Velocity;
public Vector3 AngularVelocity;
public RigidbodyState(Rigidbody rb, AutoPackType rotationPacking = AutoPackType.Packed)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
IsKinematic = rb.isKinematic;
#if UNITY_6000_1_OR_NEWER
Velocity = rb.linearVelocity;
#else
Velocity = rb.velocity;
#endif
AngularVelocity = rb.angularVelocity;
RotationPacking = rotationPacking;
}
}
[UseGlobalCustomSerializer]
[Preserve]
public struct Rigidbody2DState
{
public Vector3 Position;
public Quaternion Rotation;
[ExcludeSerialization]
public readonly AutoPackType RotationPacking;
public Vector2 Velocity;
public float AngularVelocity;
public bool Simulated;
public bool IsKinematic;
public Rigidbody2DState(Rigidbody2D rb, AutoPackType rotationPacking = AutoPackType.Packed)
{
Position = rb.transform.position;
Rotation = rb.transform.rotation;
RotationPacking = rotationPacking;
#if UNITY_6000_1_OR_NEWER
Velocity = rb.linearVelocity;
#else
Velocity = rb.velocity;
#endif
AngularVelocity = rb.angularVelocity;
Simulated = rb.simulated;
#if UNITY_6000_1_OR_NEWER
IsKinematic = rb.bodyType == RigidbodyType2D.Kinematic;
#else
IsKinematic = rb.isKinematic;
#endif
}
}
[Preserve]
public static class RigidbodyStateSerializers
{
public static void WriteRigidbodyState(this Writer writer, RigidbodyState value)
{
writer.WriteVector3(value.Position);
writer.WriteAutoPackType(value.RotationPacking);
writer.WriteQuaternion(value.Rotation, value.RotationPacking);
writer.WriteBoolean(value.IsKinematic);
if (!value.IsKinematic)
{
writer.WriteVector3(value.Velocity);
writer.WriteVector3(value.AngularVelocity);
}
}
public static RigidbodyState ReadRigidbodyState(this Reader reader)
{
Vector3 position = reader.ReadVector3();
AutoPackType rotationPacking = reader.ReadAutoPackType();
Quaternion rotation = reader.ReadQuaternion(rotationPacking);
bool isKinematic = reader.ReadBoolean();
RigidbodyState state = new()
{
Position = position,
Rotation = rotation,
IsKinematic = isKinematic,
};
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.WriteAutoPackType(value.RotationPacking);
writer.WriteQuaternion(value.Rotation, value.RotationPacking);
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)
{
Vector3 position = reader.ReadVector3();
AutoPackType rotationPacking = reader.ReadAutoPackType();
Quaternion rotation = reader.ReadQuaternion(rotationPacking);
bool simulated = reader.ReadBoolean();
bool isKinematic = reader.ReadBoolean();
Rigidbody2DState state = new()
{
Position = position,
Rotation = rotation,
Simulated = simulated,
IsKinematic = isKinematic,
};
if (state.Simulated)
{
state.Velocity = reader.ReadVector2();
state.AngularVelocity = reader.ReadSingle();
}
return state;
}
}
[Preserve]
public static class RigidbodyStateExtensions
{
/// <summary>
/// Gets a RigidbodyState.
/// </summary>
public static RigidbodyState GetState(this Rigidbody rb, AutoPackType rotationPacking = AutoPackType.Packed)
{
return new(rb, rotationPacking);
}
/// <summary>
/// Sets a state to a rigidbody.
/// </summary>
public static void SetState(this Rigidbody rb, RigidbodyState state)
{
Transform t = rb.transform;
t.position = state.Position;
t.rotation = state.Rotation;
rb.isKinematic = state.IsKinematic;
if (!state.IsKinematic)
{
#if UNITY_6000_1_OR_NEWER
rb.linearVelocity = state.Velocity;
#else
rb.velocity = state.Velocity;
#endif
rb.angularVelocity = state.AngularVelocity;
}
}
/// <summary>
/// Gets a Rigidbody2DState.
/// </summary>
public static Rigidbody2DState GetState(this Rigidbody2D rb, AutoPackType rotationPacking = AutoPackType.Packed)
{
return new(rb, rotationPacking);
}
/// <summary>
/// Sets a state to a rigidbody.
/// </summary>
public static void SetState(this Rigidbody2D rb, Rigidbody2DState state)
{
Transform t = rb.transform;
t.position = state.Position;
t.rotation = state.Rotation;
#if UNITY_6000_1_OR_NEWER
rb.bodyType = state.IsKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
#else
rb.isKinematic = state.IsKinematic;
#endif
if (!state.IsKinematic)
{
#if UNITY_6000_1_OR_NEWER
rb.linearVelocity = state.Velocity;
#else
rb.velocity = state.Velocity;
#endif
rb.angularVelocity = state.AngularVelocity;
}
}
}
}