idk
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@@ -10,6 +10,7 @@ using Unity.Collections;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Simulation {
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@@ -233,16 +234,17 @@ namespace RebootKit.Engine.Simulation {
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}
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}
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[DeclareFoldoutGroup("Actor")]
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public abstract class Actor : MonoBehaviour {
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static readonly Logger s_ActorLogger = new Logger(nameof(Actor));
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[field: SerializeField, TriInspector.ReadOnly] public string SourceActorPath { get; internal set; } = "";
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[field: SerializeField, TriInspector.ReadOnly] public ulong ActorStaticID { get; internal set; }
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[field: SerializeField, TriInspector.ReadOnly] public ushort ActorID { get; internal set; }
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[field: SerializeField, TriInspector.ReadOnly, Group("Actor")] public string SourceActorPath { get; internal set; } = "";
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[field: SerializeField, TriInspector.ReadOnly, Group("Actor")] public ulong ActorStaticID { get; internal set; }
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[field: SerializeField, TriInspector.ReadOnly, Group("Actor")] public ushort ActorID { get; internal set; }
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[NonSerialized] internal IActorData Data;
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[SerializeField] string m_ActorName = "";
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[SerializeField, Group("Actor")] string m_ActorName = "";
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public string ActorName {
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get {
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@@ -252,20 +254,20 @@ namespace RebootKit.Engine.Simulation {
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internal bool IsLocalOnly;
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[SerializeField] internal Rigidbody actorRigidbody;
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[SerializeField, Group("Actor")] internal Rigidbody actorRigidbody;
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[InfoBox("If empty, will use GetComponentsInChildren<Collider>() to find colliders.")]
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[SerializeField] Collider[] m_OverrideActorColliders;
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[SerializeField, Group("Actor")] Collider[] m_OverrideActorColliders;
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[SerializeField] bool m_SetKinematicOnMount = true;
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[SerializeField] bool m_DisableCollidersOnMount = true;
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[SerializeField, Group("Actor")] bool m_SetKinematicOnMount = true;
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[SerializeField, Group("Actor")] bool m_DisableCollidersOnMount = true;
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internal ActorFlags Flags = ActorFlags.None;
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// @NOTE: Sync won't happen if actor is mounted to another actor.
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[SerializeField] internal bool syncTransform = true;
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[SerializeField] internal bool syncPosition = true;
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[SerializeField] internal bool syncRotation = true;
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[SerializeField] internal bool syncScale = false;
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[SerializeField, Group("Actor")] internal bool syncTransform = true;
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[SerializeField, Group("Actor")] internal bool syncPosition = true;
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[SerializeField, Group("Actor")] internal bool syncRotation = true;
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[SerializeField, Group("Actor")] internal bool syncScale = false;
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class ActorClientState {
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public ulong LastSyncTick;
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@@ -286,7 +288,7 @@ namespace RebootKit.Engine.Simulation {
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public Quaternion localRotation;
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}
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[SerializeField] AttachmentSocket[] m_AttachmentSockets;
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[SerializeField, Group("Actor")] AttachmentSocket[] m_AttachmentSockets;
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// @NOTE: Master actor is the actor that this actor is attached to, if any.
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internal Actor MasterActor;
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@@ -296,6 +298,8 @@ namespace RebootKit.Engine.Simulation {
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public bool IsDataDirty { get; protected internal set; }
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internal ActorsManager Manager;
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internal AsyncOperationHandle<GameObject> AssetHandle;
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internal DateTime LastCoreStateSyncTime = DateTime.MinValue;
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//
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