本文整理汇总了C#中VRage.ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C# VRage.ReadFloat方法的具体用法?C# VRage.ReadFloat怎么用?C# VRage.ReadFloat使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VRage
的用法示例。
在下文中一共展示了VRage.ReadFloat方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ServerRead
protected override void ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId,uint timestamp)
{
base.ServerRead(stream, clientId, timestamp);
if (stream.ReadBool())
{
if (m_grid != null)
{
bool isStatic = stream.ReadBool();
if (isStatic == false)
{
if (stream.ReadBool())
{
long entityId = stream.ReadInt64();
Vector2 rotation = new Vector2();
rotation.X = stream.ReadFloat();
rotation.Y = stream.ReadFloat();
float roll = stream.ReadHalf();
Vector3 move = new Vector3();
move.X = stream.ReadHalf();
move.Y = stream.ReadHalf();
move.Z = stream.ReadHalf();
MyShipController controller;
if (MyEntities.TryGetEntityById<MyShipController>(entityId, out controller))
{
controller.CacheMoveAndRotate(ref move, ref rotation, roll);
}
}
}
}
}
}
示例2: ServerRead
protected override void ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId,uint timestamp)
{
base.ServerRead(stream, clientId, timestamp);
if (stream.ReadBool())
{
if (m_grid != null)
{
bool isStatic = stream.ReadBool();
if (isStatic == false)
{
if (stream.ReadBool())
{
long entityId = stream.ReadInt64();
Vector2 rotation = new Vector2();
rotation.X = stream.ReadFloat();
rotation.Y = stream.ReadFloat();
float roll = stream.ReadHalf();
Vector3 move = new Vector3();
move.X = stream.ReadHalf();
move.Y = stream.ReadHalf();
move.Z = stream.ReadHalf();
Vector3D gridPos = Vector3D.Zero;
MyShipController controller;
if (MyEntities.TryGetEntityById<MyShipController>(entityId, out controller))
{
controller.CacheMoveAndRotate(ref move, ref rotation, roll);
gridPos = controller.CubeGrid.PositionComp.GetPosition();
}
MyGridPhysicsStateGroup.ReadSubGrids(stream, timestamp,true,m_lowPositionOrientation,ref gridPos);
}
}
}
}
}
示例3: ServerRead
protected override void ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp)
{
base.ServerRead(stream, clientId, timestamp);
bool clientHasCharacter = stream.ReadBool();
if (clientHasCharacter)
{
MyEntity support;
bool hasSupport = stream.ReadBool();
Vector3D supportPosition = Vector3D.Zero;
if (m_character != null)
{
var physGroup = MyExternalReplicable.FindByObject(m_character).FindStateGroup<MyCharacterPhysicsStateGroup>();
if (physGroup != null)
{
m_support = MySupportHelper.FindSupportForCharacterAABB(m_character);
physGroup.SetSupport(MySupportHelper.FindPhysics(m_support));
}
}
if (hasSupport)
{
long supportId = stream.ReadInt64();
bool apply = MyEntities.TryGetEntityById(supportId, out support);
supportPosition = stream.ReadVector3D();
}
if(m_additionalServerClientData == null)
{
m_additionalServerClientData = new Dictionary<ulong, ClientData>();
}
m_additionalServerClientData[clientId] = new ClientData() { HasSupport = hasSupport, SupportPosition = supportPosition };
Vector3 move = new Vector3();
move.X = stream.ReadHalf();
move.Y = stream.ReadHalf();
move.Z = stream.ReadHalf();
Vector2 rotate = new Vector2();
rotate.X = stream.ReadFloat();
rotate.Y = stream.ReadFloat();
float roll = stream.ReadFloat();
MyCharacterMovementEnum MovementState = (MyCharacterMovementEnum)stream.ReadUInt16();
MyCharacterMovementFlags MovementFlag = (MyCharacterMovementFlags)stream.ReadUInt16();
bool Jetpack = stream.ReadBool();
bool Dampeners = stream.ReadBool();
bool Lights = stream.ReadBool(); // TODO: Remove
bool Ironsight = stream.ReadBool();
bool Broadcast = stream.ReadBool(); // TODO: Remove
bool TargetFromCamera = stream.ReadBool();
float headXAngle = stream.ReadFloat();
float headYAngle = stream.ReadFloat();
if(m_character == null)
{
return;
}
if (m_character.IsUsing != null)
{
return;
}
var jetpack = m_character.JetpackComp;
if (jetpack != null)
{
if (Jetpack != jetpack.TurnedOn)
{
jetpack.TurnOnJetpack(Jetpack, true);
}
if (Dampeners != jetpack.DampenersTurnedOn)
{
jetpack.EnableDampeners(Dampeners, false);
}
}
if (Lights != m_character.LightEnabled)
{
m_character.EnableLights(Lights);
}
if (m_character.RadioBroadcaster != null && Broadcast != m_character.RadioBroadcaster.Enabled)
{
m_character.EnableBroadcasting(Broadcast);
}
m_character.TargetFromCamera = TargetFromCamera;
// Set client movement state directly and don't perform other operations
// that may have side-effects to let server side Character.UpdateAfterSimulation()
// perform exactly same operations as on client
m_character.MovementFlags = MovementFlag;
if (m_character.IsDead == false)
{
m_character.SetCurrentMovementState(MovementState);
//.........这里部分代码省略.........
示例4: ServerRead
protected override void ServerRead(VRage.Library.Collections.BitStream stream, ulong clientId, uint timestamp)
{
base.ServerRead(stream, clientId, timestamp);
bool clientHasCharacter = stream.ReadBool();
if (clientHasCharacter)
{
MyEntity support;
if (stream.ReadBool())
{
bool apply = MyEntities.TryGetEntityById(stream.ReadInt64(), out support);
if (m_character != null)
{
var physGroup = MyExternalReplicable.FindByObject(m_character).FindStateGroup<MyCharacterPhysicsStateGroup>();
if (physGroup != null && apply)
{
physGroup.SetSupport(MySupportHelper.FindPhysics(support));
}
}
}
Vector3 move = new Vector3();
move.X = stream.ReadHalf();
move.Y = stream.ReadHalf();
move.Z = stream.ReadHalf();
Vector2 rotate = new Vector2();
rotate.X = stream.ReadFloat();
rotate.Y = stream.ReadFloat();
float roll = stream.ReadFloat();
MyCharacterMovementEnum MovementState = (MyCharacterMovementEnum)stream.ReadUInt16();
MyCharacterMovementFlags MovementFlag = (MyCharacterMovementFlags)stream.ReadUInt16();
bool Jetpack = stream.ReadBool();
bool Dampeners = stream.ReadBool();
bool Lights = stream.ReadBool(); // TODO: Remove
bool Ironsight = stream.ReadBool();
bool Broadcast = stream.ReadBool(); // TODO: Remove
bool TargetFromCamera = stream.ReadBool();
float headXAngle = stream.ReadFloat();
float headYAngle = stream.ReadFloat();
Quaternion rotation = Quaternion.Identity;
if (Jetpack == false)
{
rotation = stream.ReadQuaternionNorm();
}
if(m_character == null)
{
return;
}
if (m_character.IsDead || m_character.IsUsing != null)
{
return;
}
var jetpack = m_character.JetpackComp;
if (jetpack != null)
{
if (Jetpack != jetpack.TurnedOn)
{
jetpack.TurnOnJetpack(Jetpack, true);
}
if (Dampeners != jetpack.DampenersTurnedOn)
{
jetpack.EnableDampeners(Dampeners, false);
}
}
if (Lights != m_character.LightEnabled)
{
m_character.EnableLights(Lights);
}
if (m_character.RadioBroadcaster != null && Broadcast != m_character.RadioBroadcaster.Enabled)
{
m_character.EnableBroadcasting(Broadcast);
}
m_character.TargetFromCamera = TargetFromCamera;
// Set client movement state directly and don't perform other operations
// that may have side-effects to let server side Character.UpdateAfterSimulation()
// perform exactly same operations as on client
m_character.MovementFlags = MovementFlag;
m_character.SetCurrentMovementState(MovementState);
m_character.HeadLocalXAngle = headXAngle;
m_character.HeadLocalYAngle = headYAngle;
m_character.CacheMove(ref move, ref rotate, ref roll);
if (Jetpack == false)
{
//.........这里部分代码省略.........