43 lines
1.1 KiB
C#
43 lines
1.1 KiB
C#
using Unity.Netcode;
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using UnityEngine;
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// FIXME: NetworkObject.NetworkObjectId are ulong but we're sending them as int. potential problem
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[System.Serializable]
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public struct GameState : INetworkSerializable
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{
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public int tick;
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public NetworkRope nrope;
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/// <summary>
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/// x & y are location coords. z component is the <see cref="NetworkID.ID"/>
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/// of the enemy.
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/// </summary>
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public Vector3[] enemyPositions;
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/// <summary>
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/// x & y are location coords. z component is the <see cref="NetworkID.ID"/>
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/// of the player.
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/// </summary>
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public Vector3[] playerPositions;
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public override int GetHashCode()
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{
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return tick;
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}
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public override bool Equals(object obj)
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{
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GameState other = (GameState) obj;
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return this.GetHashCode() == obj.GetHashCode();
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}
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref tick);
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serializer.SerializeValue(ref enemyPositions);
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serializer.SerializeValue(ref playerPositions);
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nrope.NetworkSerialize(serializer);
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}
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}
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