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C# BitStream.ReadFloat方法代码示例

本文整理汇总了C#中VRage.Library.Collections.BitStream.ReadFloat方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.ReadFloat方法的具体用法?C# BitStream.ReadFloat怎么用?C# BitStream.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VRage.Library.Collections.BitStream的用法示例。


在下文中一共展示了BitStream.ReadFloat方法的3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: SerializeFriction

        protected void SerializeFriction(BitStream stream, MyEntity entity)
        {
            MyPhysicsBody pb = entity.Physics as MyPhysicsBody;
            if (pb == null || pb.RigidBody == null)
            {
                if (stream.Writing)
                    stream.WriteFloat(0);
                else
                    stream.ReadFloat();
                return;
            }
            HkRigidBody rb = pb.RigidBody;

            if (stream.Writing)
                stream.WriteFloat(rb.Friction);
            else
                rb.Friction = stream.ReadFloat();
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:18,代码来源:MySmallObjectPhysicsStateGroup.cs

示例2: SerializeRopeData

        private void SerializeRopeData(BitStream stream, bool applyWhenReading, List<MyCubeGrid> gridsGroup = null)
        {
            if (MyRopeComponent.Static == null)
                return;

            if (stream.Writing)
            {
                m_tmpRopes.Clear();
                m_tmpRopeGrids.Clear();

                m_tmpRopeGrids.Add(Entity);
                Debug.Assert(gridsGroup != null);
                if (gridsGroup != null) 
                {
                    foreach (var grid in gridsGroup)
                        m_tmpRopeGrids.Add(grid);
                }

                MyRopeComponent.Static.GetRopesForGrids(m_tmpRopeGrids, m_tmpRopes);

                MyRopeData ropeData;

                stream.WriteUInt16((ushort)m_tmpRopes.Count);
                foreach (var rope in m_tmpRopes)
                {
                    var ropeProxyTarget = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)rope);
                    NetworkId ropeNetworkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(ropeProxyTarget);
                    stream.WriteNetworkId(ropeNetworkId);

                    //TODO - MyRopeComponent should be rewritten to singleton
                    MyRopeComponent.GetRopeData(rope.EntityId, out ropeData);
                    stream.WriteFloat(ropeData.CurrentRopeLength);
                }

                m_tmpRopes.Clear();
                m_tmpRopeGrids.Clear();
            }
            else
            {
                uint ropesCount = stream.ReadUInt16();
                for (uint i = 0; i < ropesCount; ++i)
                {
                    NetworkId ropeNetworkId = stream.ReadNetworkId();
                    float ropeLength = stream.ReadFloat();

                    MyRopeReplicable replicable = MyMultiplayer.Static.ReplicationLayer.GetObjectByNetworkId(ropeNetworkId) as MyRopeReplicable;
                    MyRope rope = replicable != null ? replicable.Instance : null;

                    if (rope != null && applyWhenReading)
                        MyRopeComponent.Static.SetRopeLengthSynced(rope.EntityId, ropeLength);
                }
            }

        }
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:54,代码来源:MyGridPhysicsStateGroup.cs

示例3: ReadCharacterState

        static MyCharacterNetState ReadCharacterState(BitStream stream)
        {
            MyCharacterNetState charNetState = new MyCharacterNetState();

            charNetState.HeadX = stream.ReadHalf();
            if (charNetState.HeadX.IsValid() == false)
            {
                charNetState.HeadX = 0.0f;
            }

            charNetState.HeadY = stream.ReadHalf();
            charNetState.Spine = stream.ReadQuaternionNormCompressedIdentity();
            charNetState.Head = stream.ReadQuaternionNormCompressedIdentity();
            charNetState.MovementState = (MyCharacterMovementEnum)stream.ReadUInt16();
            charNetState.MovementFlag = (MyCharacterMovementFlags)stream.ReadUInt16();
            charNetState.Jetpack = stream.ReadBool();
            charNetState.Dampeners = stream.ReadBool();
            charNetState.Lights = stream.ReadBool(); // TODO: Remove
            charNetState.Ironsight = stream.ReadBool();
            charNetState.Broadcast = stream.ReadBool(); // TODO: Remove
            charNetState.TargetFromCamera = stream.ReadBool();
            charNetState.Movement = stream.ReadNormalizedSignedVector3(8);
            charNetState.Rotation.X = stream.ReadFloat();
            charNetState.Rotation.Y = stream.ReadFloat();
            charNetState.Speed = stream.ReadFloat();
            charNetState.Roll = stream.ReadFloat();

            return charNetState;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:29,代码来源:MyCharacterPhysicsStateGroup.cs


注:本文中的VRage.Library.Collections.BitStream.ReadFloat方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。