UpdatePosition
How do I use Update Position
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Featured Snippets
Line | Code | Ex.. |
---|---|---|
34 | UpdatePosition(); | 1 |
48 | void UpdatePosition() | 2 |
54 | UpdatePosition(); | 3 |
59 | void UpdatePosition() | 4 |
54 | public Vector3 UpdatePosition( Vector3 currentPosition ) | 5 |
File name: RPGCamera.cs
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30 void LateUpdate()
31 {
32 UpdateDistance();
33 UpdateZoom();
34 UpdatePosition();
35 UpdateRotation();
36 }
File name: RPGCamera.cs
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48 void UpdatePosition()
49 {
50 if( Target == null )
51 {
52 return;
53 }
54
55 transform.position = Target.transform.position;
56 }
File name: PhotonTransformView.cs
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47 void Update()
48 {
49 if( m_PhotonView == null || m_PhotonView.isMine == true || PhotonNetwork.connected == false )
50 {
51 return;
52 }
53
54 UpdatePosition();
55 UpdateRotation();
56 UpdateScale();
57 }
File name: PhotonTransformView.cs
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59 void UpdatePosition()
60 {
61 if( m_PositionModel.SynchronizeEnabled == false || m_ReceivedNetworkUpdate == false )
62 {
63 return;
64 }
65
66 transform.localPosition = m_PositionControl.UpdatePosition( transform.localPosition );
67 }
File name: PhotonTransformViewPositionControl.cs
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54 public Vector3 UpdatePosition( Vector3 currentPosition )
55 {
56 Vector3 targetPosition = GetNetworkPosition() + GetExtrapolatedPositionOffset();
57
58 switch( m_Model.InterpolateOption )
59 {
60 case PhotonTransformViewPositionModel.InterpolateOptions.Disabled:
61 if( m_UpdatedPositionAfterOnSerialize == false )
62 {
63 currentPosition = targetPosition;
64 m_UpdatedPositionAfterOnSerialize = true;
65 }
66 break;
67 case PhotonTransformViewPositionModel.InterpolateOptions.FixedSpeed:
68 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateMoveTowardsSpeed );
69 break;
70 case PhotonTransformViewPositionModel.InterpolateOptions.EstimatedSpeed:
71 int positionsCount = Mathf.Min( 1, m_OldNetworkPositions.Count );
72 float estimatedSpeed = Vector3.Distance( m_NetworkPosition, GetOldestStoredNetworkPosition() ) / positionsCount;
73 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * estimatedSpeed );
74 break;
75 case PhotonTransformViewPositionModel.InterpolateOptions.SynchronizeValues:
76 if( m_SynchronizedSpeed.magnitude == 0 )
77 {
78 currentPosition = targetPosition;
79 }
80 else
81 {
82 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_SynchronizedSpeed.magnitude );
83 }
84 break;
85 case PhotonTransformViewPositionModel.InterpolateOptions.Lerp:
86 currentPosition = Vector3.Lerp( currentPosition, targetPosition, Time.deltaTime * m_Model.InterpolateLerpSpeed );
87 break;
88 /*case PhotonTransformViewPositionModel.InterpolateOptions.MoveTowardsComplex:
89 float distanceToTarget = Vector3.Distance( currentPosition, targetPosition );
90 float targetSpeed = m_Model.InterpolateSpeedCurve.Evaluate( distanceToTarget ) * m_Model.InterpolateMoveTowardsSpeed;
91
92 if( targetSpeed > m_CurrentSpeed )
93 {
94 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsAcceleration );
95 }
96 else
97 {
98 m_CurrentSpeed = Mathf.MoveTowards( m_CurrentSpeed, targetSpeed, Time.deltaTime * m_Model.InterpolateMoveTowardsDeceleration );
99 }
100
101 //Debug.Log( m_CurrentSpeed + " - " + targetSpeed + " - " + transform.localPosition + " - " + targetPosition );
102
103 currentPosition = Vector3.MoveTowards( currentPosition, targetPosition, Time.deltaTime * m_CurrentSpeed );
104 break;*/
105 }
106
107 if( m_Model.TeleportEnabled == true )
108 {
109 if( Vector3.Distance( currentPosition, GetNetworkPosition() ) > m_Model.TeleportIfDistanceGreaterThan )
110 {
111 currentPosition = GetNetworkPosition();
112 }
113 }
114
115 return currentPosition;
116 }
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