1 using UnityEngine;
2 using
System.Collections;
3
4 public
class PhotonTransformViewRotationControl
5 {
6     PhotonTransformViewRotationModel m_Model;
7     Quaternion m_NetworkRotation;
8
9     
public PhotonTransformViewRotationControl( PhotonTransformViewRotationModel model )
10     {
11         m_Model = model;
12     }
13
14     
public Quaternion GetRotation( Quaternion currentRotation )
15     {
16         
switch( m_Model.InterpolateOption )
17         {
18         
default:
19         
case PhotonTransformViewRotationModel.InterpolateOptions.Disabled:
20             
return m_NetworkRotation;
21         
case PhotonTransformViewRotationModel.InterpolateOptions.RotateTowards:
22             
return Quaternion.RotateTowards( currentRotation, m_NetworkRotation, m_Model.InterpolateRotateTowardsSpeed * Time.deltaTime );
23         
case PhotonTransformViewRotationModel.InterpolateOptions.Lerp:
24             
return Quaternion.Lerp( currentRotation, m_NetworkRotation, m_Model.InterpolateLerpSpeed * Time.deltaTime );
25         }
26     }
27
28     
public void OnPhotonSerializeView( Quaternion currentRotation, PhotonStream stream, PhotonMessageInfo info )
29     {
30         
if( m_Model.SynchronizeEnabled == false )
31         {
32             
return;
33         }
34
35         
if( stream.isWriting == true )
36         {
37             stream.SendNext( currentRotation );
38         }
39         
else
40         {
41             m_NetworkRotation = (Quaternion)stream.ReceiveNext();
42         }
43     }
44 }



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