当前位置: 首页>>代码示例>>C#>>正文


C# BitStream.WriteBool方法代码示例

本文整理汇总了C#中VRage.Library.Collections.BitStream.WriteBool方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.WriteBool方法的具体用法?C# BitStream.WriteBool怎么用?C# BitStream.WriteBool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.WriteBool方法的15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: SerializeActive

 protected void SerializeActive(BitStream stream, MyEntity entity)
 {
     if (stream.Writing)
     {
         if (entity.Physics.RigidBody != null && entity.Physics.RigidBody.IsActive)
             stream.WriteBool(true);
         else
             stream.WriteBool(false);
     }
     else
     {
         // reading
         bool isActive = stream.ReadBool();
         if (entity != null && entity.Physics != null)
         {
             HkRigidBody rb = entity.Physics.RigidBody;
             if (rb != null)
             {
                 if (isActive)
                     rb.Activate();
                 else
                     rb.Deactivate();
             }
         }
     }
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:26,代码来源:MySmallObjectPhysicsStateGroup.cs

示例2: Serialize

        public override bool Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)
        {
            bool lowPrecisionOrientation = true;
            bool applyWhenReading = true;
            SetSupport(FindSupportDelegate());
            if (stream.Writing)
            {
                bool moving = IsMoving(Entity);
                stream.WriteBool(moving);
                SerializeVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, applyWhenReading, moving);
                SerializeTransform(stream, Entity, null, lowPrecisionOrientation, applyWhenReading, moving, timestamp);
            }
            else
            {
                bool moving = stream.ReadBool();
                // reading
                SerializeServerVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, moving, ref Entity.m_serverLinearVelocity, ref Entity.m_serverAngularVelocity);

                applyWhenReading = SerializeServerTransform(stream, Entity, null, moving, timestamp, lowPrecisionOrientation,
                    ref Entity.m_serverPosition, ref Entity.m_serverOrientation, ref Entity.m_serverWorldMatrix, m_positionValidation);

                if (applyWhenReading && moving)
                {
                    Entity.PositionComp.SetWorldMatrix(Entity.m_serverWorldMatrix, null, true);
                    Entity.SetSpeedsAccordingToServerValues();
                }
            }

            SerializeFriction(stream, Entity);
            SerializeActive(stream, Entity);

            return true;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:33,代码来源:MySmallObjectPhysicsStateGroup.cs

示例3: Write

        void Write(BitStream stream)
        {
            // TODO: Make sure sleeping, server controlled entities are not moving locally (or they can be but eventually their position should be corrected)

            stream.WriteBool(MySession.ControlledEntity != null);
            if (MySession.ControlledEntity == null)
            {
                Vector3D pos = MySpectatorCameraController.Static.Position;
                stream.WriteDouble(pos.X);
                stream.WriteDouble(pos.Y);
                stream.WriteDouble(pos.Z);
            }
            else
            {
                var controlledEntity = MySession.ControlledEntity.Entity.GetTopMostParent();

                // Send controlled entity every other frame to server
                if (MyMultiplayer.Static.FrameCounter % 2 == 0)
                {
                    // TODO: Write additional client data, context

                    if (controlledEntity != null && controlledEntity.SyncFlag && ((MySyncEntity)controlledEntity.SyncObject).ResponsibleForUpdate(Sync.Clients.LocalClient))
                    {
                        stream.WriteInt64(controlledEntity.EntityId);
                        switch (MyGuiScreenTerminal.GetCurrentScreen())
                        {
                            case MyTerminalPageEnum.Inventory:
                                stream.WriteInt32((int)MyContextKind.Inventory, 2);
                                break;
                            case MyTerminalPageEnum.ControlPanel:
                                stream.WriteInt32((int)MyContextKind.Terminal, 2);
                                break;
                            case MyTerminalPageEnum.Production:
                                stream.WriteInt32((int)MyContextKind.Production, 2);
                                break;
                            default:
                                stream.WriteInt32((int)MyContextKind.None, 2);
                                break;
                        }

                        if (MyGuiScreenTerminal.InteractedEntity != null)
                        {
                            stream.WriteInt64(MyGuiScreenTerminal.InteractedEntity.EntityId);
                        }
                        else
                        {
                            stream.WriteInt64(0);
                        }

                        ((MySyncEntity)controlledEntity.SyncObject).SerializePhysics(stream, null);
                    }
                }
            }
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:54,代码来源:MyClientState.cs

示例4: Serialize

        public override bool Serialize(BitStream stream, EndpointId forClient, uint timestamp, byte packetId, int maxBitPosition)
        {
            bool lowPrecisionOrientation = true;
            bool applyWhenReading = true;
            if (stream.Writing)
            {
                bool moving = IsMoving(Entity);
                stream.WriteBool(moving);
                SerializeVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, applyWhenReading, moving);
                SerializeTransform(stream, Entity, null, lowPrecisionOrientation, applyWhenReading, moving, timestamp);
            }
            else
            {
                bool moving = stream.ReadBool();
                // reading
                SerializeServerVelocities(stream, Entity, MyEntityPhysicsStateGroup.EffectiveSimulationRatio, moving, ref Entity.m_serverLinearVelocity, ref Entity.m_serverAngularVelocity);
                float positionTolerancy = Math.Max(Entity.PositionComp.MaximalSize * 0.1f, 0.1f);
                float smallSpeed = 0.1f;
                if (Entity.m_serverLinearVelocity == Vector3.Zero || Entity.m_serverLinearVelocity.Length() < smallSpeed)
                {
                    positionTolerancy = Math.Max(Entity.PositionComp.MaximalSize * 0.5f, 1.0f);
                }

                applyWhenReading = SerializeServerTransform(stream, Entity, null, moving, timestamp, lowPrecisionOrientation, positionTolerancy,
                    ref Entity.m_serverPosition, ref Entity.m_serverOrientation, ref Entity.m_serverWorldMatrix, m_positionValidation);

                if (applyWhenReading && moving)
                {
                    Entity.PositionComp.SetWorldMatrix(Entity.m_serverWorldMatrix, null, true);
                    Entity.SetSpeedsAccordingToServerValues();
                }
            }

            SerializeFriction(stream, Entity);
            SerializeActive(stream, Entity);

            return true;
        }
开发者ID:Chrus,项目名称:SpaceEngineers,代码行数:38,代码来源:MySmallObjectPhysicsStateGroup.cs

示例5: WritePhysics

        private void WritePhysics(BitStream stream, MyEntity controlledEntity)
        {
            IMyReplicable player = MyExternalReplicable.FindByObject(controlledEntity);
            if (player == null)
            {
                stream.WriteBool(false);
                return;
            }

            var stateGroup = player.FindStateGroup<MyEntityPhysicsStateGroup>();
            if (stateGroup == null)
            {

                stream.WriteBool(false);
                return;
            }
            bool isResponsible = stateGroup.ResponsibleForUpdate(new EndpointId(Sync.MyId));
            stream.WriteBool(isResponsible);
            if (isResponsible)
            {
                stateGroup.Serialize(stream, null, 0, 65535);
            }
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:23,代码来源:MyClientState.cs

示例6: WritePhysics

        private void WritePhysics(BitStream stream, MyEntity controlledEntity)
        {
            IMyReplicable controlledReplicable = MyExternalReplicable.FindByObject(controlledEntity);

            stream.WriteBool(controlledReplicable != null);
          
            if (controlledReplicable == null)
            {             
                return;
            }

            IMyStateGroup stateGroup = null;

            bool useCharacterOnServer  = controlledEntity is MyCharacter &&  MyFakes.ENABLE_CHARACTER_CONTROL_ON_SERVER;
            bool useGridOnServer = controlledEntity is MyCubeGrid && MyFakes.ENABLE_SHIP_CONTROL_ON_SERVER;
            MyShipController controller = MySession.Static.ControlledEntity as MyShipController;
            bool hasWheels = controller != null && controller.HasWheels;

            if (useCharacterOnServer || (useGridOnServer && hasWheels == false))
            {
                stateGroup = controlledReplicable.FindStateGroup<MyEntityPositionVerificationStateGroup>();
            }
            else
            {
                stateGroup = controlledReplicable.FindStateGroup<MyEntityPhysicsStateGroup>();
            }



            stream.WriteBool(useCharacterOnServer || (useGridOnServer && hasWheels == false));
            stream.WriteBool(stateGroup != null );
           
            if (stateGroup == null)
            {          
               return;
            }

            bool isResponsible = MyEntityPhysicsStateGroup.ResponsibleForUpdate(controlledEntity,new EndpointId(Sync.MyId));
            stream.WriteBool(isResponsible);
            if (isResponsible)
            {
                stateGroup.Serialize(stream, EndpointId, ClientTimeStamp, 0, 1024*1024);
            }
        }
开发者ID:liiir1985,项目名称:SpaceEngineers,代码行数:44,代码来源:MyClientState.cs

示例7: PrepareSendData

        private InventoryDeltaInformation PrepareSendData(ref InventoryDeltaInformation packetInfo, BitStream stream, int maxBitPosition,out bool needsSplit)
        {
            needsSplit = false;
            int startStreamPosition = stream.BitPosition;

            InventoryDeltaInformation sentData = new InventoryDeltaInformation();

            sentData.HasChanges = false;
            stream.WriteBool(false);
            stream.WriteUInt32(packetInfo.MessageId);
            stream.WriteBool(packetInfo.ChangedItems != null);

            if (packetInfo.ChangedItems != null)
            {
                stream.WriteInt32(packetInfo.ChangedItems.Count);
                if (stream.BitPosition > maxBitPosition)
                {
                    needsSplit = true;
                }
                else
                {
                    sentData.ChangedItems = new Dictionary<uint, MyFixedPoint>();
                    foreach (var item in packetInfo.ChangedItems)
                    {
                        stream.WriteUInt32(item.Key);
                        stream.WriteInt64(item.Value.RawValue);

                        if (stream.BitPosition <= maxBitPosition)
                        {
                            sentData.ChangedItems[item.Key] = item.Value;
                            sentData.HasChanges = true;
                        }
                        else
                        {
                            needsSplit = true;
                        }
                    }
                }
            }

            stream.WriteBool(packetInfo.RemovedItems != null);
            if (packetInfo.RemovedItems != null)
            {
                stream.WriteInt32(packetInfo.RemovedItems.Count);
                if (stream.BitPosition > maxBitPosition)
                {
                    needsSplit = true;
                }
                else
                {
                    sentData.RemovedItems = new List<uint>();
                    foreach (var item in packetInfo.RemovedItems)
                    {
                        stream.WriteUInt32(item);

                        if (stream.BitPosition <= maxBitPosition)
                        {
                            sentData.RemovedItems.Add(item);
                            sentData.HasChanges = true;
                        }
                        else
                        {
                            needsSplit = true;
                        }
                    }
                }
            }

            stream.WriteBool(packetInfo.NewItems != null);
            if (packetInfo.NewItems != null)
            {
                stream.WriteInt32(packetInfo.NewItems.Count);
                if (stream.BitPosition > maxBitPosition)
                {
                    needsSplit = true;
                }
                else
                {
                    sentData.NewItems = new SortedDictionary<int, MyPhysicalInventoryItem>();

                    foreach (var item in  packetInfo.NewItems)
                    {
                        MyPhysicalInventoryItem inventoryItem = item.Value;
                        VRage.Serialization.MySerializer.Write(stream, ref inventoryItem, MyObjectBuilderSerializer.Dynamic);

                        if (stream.BitPosition <= maxBitPosition)
                        {
                            sentData.NewItems[item.Key] = inventoryItem;
                            sentData.HasChanges = true;
                        }
                        else
                        {
                            needsSplit = true;
                        }
                    }
                }
            }

            stream.WriteBool(packetInfo.SwappedItems != null);
            if (packetInfo.SwappedItems != null)
//.........这里部分代码省略.........
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:101,代码来源:MyEntityInventoryStateGroup.cs

示例8: WriteInventory

        private InventoryDeltaInformation WriteInventory(ref InventoryDeltaInformation packetInfo, BitStream stream, byte packetId, int maxBitPosition, out bool needsSplit)
        {
            InventoryDeltaInformation sendPacketInfo = PrepareSendData(ref packetInfo, stream, maxBitPosition, out needsSplit);
            if (sendPacketInfo.HasChanges == false)
            {
                stream.WriteBool(false);
                return sendPacketInfo;
            }

            sendPacketInfo.MessageId = packetInfo.MessageId;

            stream.WriteBool(true);
            stream.WriteUInt32(sendPacketInfo.MessageId);
            stream.WriteBool(sendPacketInfo.ChangedItems != null);
            if (sendPacketInfo.ChangedItems != null)
            {
                stream.WriteInt32(sendPacketInfo.ChangedItems.Count);
                foreach (var item in sendPacketInfo.ChangedItems)
                {
                    stream.WriteUInt32(item.Key);
                    stream.WriteInt64(item.Value.RawValue);
                }
            }

            stream.WriteBool(sendPacketInfo.RemovedItems != null);
            if (sendPacketInfo.RemovedItems != null)
            {
                stream.WriteInt32(sendPacketInfo.RemovedItems.Count);
                foreach (var item in sendPacketInfo.RemovedItems)
                {
                    stream.WriteUInt32(item);
                }
            }

            stream.WriteBool(sendPacketInfo.NewItems != null);
            if (sendPacketInfo.NewItems != null)
            {
                stream.WriteInt32(sendPacketInfo.NewItems.Count);
                foreach (var item in sendPacketInfo.NewItems)
                {
                    stream.WriteInt32(item.Key);
                    MyPhysicalInventoryItem itemTosend = item.Value;
                    VRage.Serialization.MySerializer.Write(stream, ref itemTosend, MyObjectBuilderSerializer.Dynamic);
                }
            }

            stream.WriteBool(sendPacketInfo.SwappedItems != null);
            if (sendPacketInfo.SwappedItems != null)
            {
                stream.WriteInt32(sendPacketInfo.SwappedItems.Count);
                foreach (var item in sendPacketInfo.SwappedItems)
                {
                    stream.WriteInt32(item.Key);
                    stream.WriteInt32(item.Value);
                }
            }

            return sendPacketInfo;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:59,代码来源:MyEntityInventoryStateGroup.cs

示例9: Serialize

        public void Serialize(BitStream bs, int clientIndex)
        {
            var dirty = m_dirty[clientIndex] != MySyncedDataStateEnum.UpToDate;
            bs.WriteBool(dirty);
            if (dirty)
            {
                foreach (var mySyncedObject in m_syncedClass)
                {
                    mySyncedObject.Serialize(bs, clientIndex);
                }

                foreach (var mySynced in m_syncedVariables)
                {
                    mySynced.Serialize(bs, clientIndex);
                }
                m_dirty[clientIndex] = MySyncedDataStateEnum.Pending;
            }
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:18,代码来源:MySyncedClass.cs

示例10: WriteSubgrids

        public static  bool WriteSubgrids(MyCubeGrid masterGrid, BitStream stream, ref EndpointId forClient, uint timestamp, int maxBitPosition, bool lowPrecisionOrientation,ref Vector3D basePos, ref int currentSentPosition)
        {
            bool fullyWritten = true;
            var g = MyCubeGridGroups.Static.PhysicalDynamic.GetGroup(masterGrid);
            if (g == null)
            {
                stream.WriteBool(false);
            }
            else
            {
                m_groups.Clear();
                int i = 0;
                foreach (var node in g.Nodes)
                {
                    i++;

                    if (i < currentSentPosition)
                    {
                        continue;
                    }


                    var target = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)node.NodeData);

                    int pos = stream.BitPosition;

                    if (node.NodeData != masterGrid && node.NodeData.Physics != null && !node.NodeData.Physics.IsStatic && target != null)
                    {
                        stream.WriteBool(true);
                        // ~26.5 bytes per grid, not bad
                        NetworkId networkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(target);
                        stream.WriteNetworkId(networkId); // ~2 bytes

                        bool moving = IsMovingSubGrid(node.NodeData);
                        stream.WriteBool(moving);

                        SerializeTransform(stream, node.NodeData, basePos, lowPrecisionOrientation, false, moving, timestamp, null, null); // 12.5 bytes
                        SerializeVelocities(stream, node.NodeData, EffectiveSimulationRatio, false, moving); // 12 byte
                        UpdateGridMaxSpeed(node.NodeData, Sync.IsServer);
                        m_groups.Add(node.NodeData);

                        currentSentPosition++;
                    }

                    if (stream.BitPosition > maxBitPosition)
                    {
                        stream.SetBitPositionWrite(pos);
                        fullyWritten = false;
                        currentSentPosition--;
                        break;
                    }

                    if (i == g.Nodes.Count)
                    {
                        currentSentPosition = 0;
                    }
                }

                stream.WriteBool(false);
            }
            return fullyWritten;
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:62,代码来源:MyGridPhysicsStateGroup.cs

示例11: SerializePhysicsWithSupport

        /// <summary>
        /// Serializes physics and takes into account support (what's entity standing on)
        /// </summary>
        private void SerializePhysicsWithSupport(BitStream stream, EndpointId forClient,uint timestamp, byte packetId, int maxBitPosition)
        {
            if (stream.Writing)
            {
                // TODO: only prototype implementation
                SetSupport(FindSupportDelegate());

                stream.WriteBool(m_supportPhysics != null);
                if (m_supportPhysics != null)
                {
                    stream.WriteInt64(m_supportPhysics.Entity.EntityId);
                    var localToParent = Entity.WorldMatrix * MatrixD.Invert(m_supportPhysics.Entity.PositionComp.WorldMatrix);
                    stream.Write(localToParent.Translation);
                    stream.Write(Quaternion.CreateFromForwardUp(localToParent.Forward, localToParent.Up).ToVector4());
                    bool moving = IsMoving(Entity);
                    stream.WriteBool(moving);

                    SerializeVelocities(stream, Entity, EffectiveSimulationRatio, !IsControlledLocally, moving);
                }
                else
                {
                    base.Serialize(stream, forClient,timestamp, packetId, maxBitPosition);
                }
            }
            else
            {
                if (stream.ReadBool())
                {
                    MyEntity support;
                    bool apply = MyEntities.TryGetEntityById(stream.ReadInt64(), out support) && !IsControlledLocally;

                    var pos = stream.ReadVector3D();
                    var orient = Quaternion.FromVector4(stream.ReadVector4());

                    if (apply)
                    {
                        var old = Entity.PositionComp.WorldMatrix;

                        MatrixD localToParent = MatrixD.CreateFromQuaternion(orient);
                        localToParent.Translation = pos;
                        MatrixD matrix = localToParent * support.WorldMatrix;
                        Entity.PositionComp.SetWorldMatrix(matrix, null, true);

                        SetSupport(MySupportHelper.FindPhysics(support));

                        var handler = MoveHandler;
                        if (handler != null)
                        {
                            handler(ref old, ref matrix);
                        }
                    }
                    else
                    {
                        SetSupport(null);
                    }
                    bool moving = stream.ReadBool();
                    SerializeVelocities(stream, Entity, EffectiveSimulationRatio, apply, moving);

                }
                else
                {
                    SetSupport(null);
                    base.Serialize(stream, forClient, timestamp, packetId, maxBitPosition);
                }
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:69,代码来源:MyEntityPhysicsStateGroupWithSupport.cs

示例12: Serialize

        public override void Serialize(BitStream stream, MyClientStateBase forClient, byte packetId, int maxBitPosition)
        {
            base.Serialize(stream, forClient, packetId, maxBitPosition);

            if (stream.Writing)
            {
                stream.WriteHalf(Entity.Physics.LinearVelocity.Length());
                // Head and spine stuff, 36 - 152b (4.5B - 19 B)
                stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
                stream.WriteHalf(Entity.HeadLocalYAngle); // 2B

                // TODO: Spine has only one angle (bending forward backward)
                // Getting EULER angles from Matrix seems good way to get it (z-component)
                stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
                stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b

                // Movement state, 2B
                stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
                // Movement flag.
                stream.WriteUInt16((ushort)Entity.MovementFlags);

                // Flags, 6 bits
                bool hasJetpack = Entity.JetpackComp != null;
                stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
                stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
                stream.WriteBool(Entity.LightEnabled); // TODO: Remove
                stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
                stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
                stream.WriteBool(Entity.TargetFromCamera);

                stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);

                if (MyFakes.CHARACTER_SERVER_SYNC)
                {
                    Vector2 rotation = Entity.RotationIndicator;
                    stream.WriteHalf(rotation.X);
                    stream.WriteHalf(rotation.Y);

                    stream.WriteHalf(Entity.RollIndicator);

                }

            }
            else
            {
                Vector3 move;
                MyCharacterNetState charNetState = ReadCharacterState(stream, out move);


                if (MyFakes.CHARACTER_SERVER_SYNC)
                {
                    charNetState.Rotation.X = stream.ReadHalf();
                    charNetState.Rotation.Y = stream.ReadHalf();
                    charNetState.Roll = stream.ReadHalf();
                }

                if (!IsControlledLocally && !Entity.Closed)
                {
                    Entity.SetStateFromNetwork(ref charNetState);
                    Entity.MoveIndicator = move;
                }             
            }
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:63,代码来源:MyCharacterPhysicsStateGroup.cs

示例13: Serialize

        public override bool Serialize(BitStream stream, EndpointId forClient,uint timeStamp, byte packetId, int maxBitPosition)
        {
            base.Serialize(stream, forClient,timeStamp, packetId, maxBitPosition);

            if (stream.Writing)
            {
                // Head and spine stuff, 36 - 152b (4.5B - 19 B)
                stream.WriteHalf(Entity.HeadLocalXAngle); // 2B
                stream.WriteHalf(Entity.HeadLocalYAngle); // 2B

                // TODO: Spine has only one angle (bending forward backward)
                // Getting EULER angles from Matrix seems good way to get it (z-component)
                stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.SpineBone)); // 1b / 30b
                stream.WriteQuaternionNormCompressedIdentity(Entity.GetAdditionalRotation(Entity.Definition.HeadBone)); // 1b / 30b

                // Movement state, 2B
                stream.WriteUInt16((ushort)Entity.GetCurrentMovementState());
                // Movement flag.
                stream.WriteUInt16((ushort)Entity.MovementFlags);

                // Flags, 6 bits
                bool hasJetpack = Entity.JetpackComp != null;
                stream.WriteBool(hasJetpack ? Entity.JetpackComp.TurnedOn : false);
                stream.WriteBool(hasJetpack ? Entity.JetpackComp.DampenersTurnedOn : false);
                stream.WriteBool(Entity.LightEnabled); // TODO: Remove
                stream.WriteBool(Entity.ZoomMode == MyZoomModeEnum.IronSight);
                stream.WriteBool(Entity.RadioBroadcaster.WantsToBeEnabled); // TODO: Remove
                stream.WriteBool(Entity.TargetFromCamera);

                stream.WriteNormalizedSignedVector3(Entity.MoveIndicator, 8);

                float speed = Entity.Physics.CharacterProxy != null ? Entity.Physics.CharacterProxy.Speed : 0.0f;
                stream.WriteFloat(speed);

                stream.WriteFloat(Entity.RotationIndicator.X);
                stream.WriteFloat(Entity.RotationIndicator.Y);
                stream.WriteFloat(Entity.RollIndicator);

            }
            else
            {
                Vector3 move;
                MyCharacterNetState charNetState = ReadCharacterState(stream);

                if (!IsControlledLocally && !Entity.Closed)
                {
                   Entity.SetStateFromNetwork(ref charNetState);
                }
            }
            return true;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:51,代码来源:MyCharacterPhysicsStateGroup.cs

示例14: WriteShared

 /// <summary>
 /// Shared area for SE and ME. So far it writes whether you have a controlled entity or not. In the latter case you get the spectator position
 /// </summary>
 /// <param name="stream"></param>
 /// <param name="validControlledEntity"></param>
 private void WriteShared(BitStream stream, MyEntity controlledEntity)
 {
     stream.WriteBool(controlledEntity != null);
     if (controlledEntity == null)
     {
         Vector3D pos = MySpectatorCameraController.Static.Position;
         stream.Serialize(ref pos);
     }
     else
     {
         stream.WriteInt64(controlledEntity.EntityId);
     }
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:18,代码来源:MyClientState.cs

示例15: Serialize

        public virtual bool Serialize(BitStream stream, EndpointId forClient,uint timestamp, byte packetId, int maxBitPosition)
        {
            bool moving = false;
            if (stream.Writing)
            {
                moving = IsMoving(Entity);
                stream.WriteBool(moving);
            }
            else
            {
                moving = stream.ReadBool();
            }

            // When controlled by local player, don't apply what came from server
            SerializeTransform(stream, Entity, null, m_lowPrecisionOrientation, !IsControlledLocally, moving, timestamp, null, MoveHandler);
            SerializeVelocities(stream, Entity, EffectiveSimulationRatio, !IsControlledLocally, moving,VelocityHandler);

            return true;
        }
开发者ID:,项目名称:,代码行数:19,代码来源:


注:本文中的VRage.Library.Collections.BitStream.WriteBool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。