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station_obscurum_unity/Assets/FishNet/Runtime/Managing/Timing/PreciseTick.cs

47 lines
1.4 KiB
C#

using FishNet.Serializing;
using FishNet.Utility.Extension;
using System;
using UnityEngine;
namespace FishNet.Managing.Timing
{
public struct PreciseTick
{
/// <summary>
/// The current tick.
/// </summary>
public uint Tick;
/// <summary>
/// Percentage into the next tick.
/// </summary>
public double Percent;
public PreciseTick(uint tick, double percent)
{
Tick = tick;
Percent = percent;
}
}
public static class PreciseTickSerializer
{
public static void WritePreciseTick(this Writer writer, PreciseTick value)
{
writer.WriteUInt32(value.Tick, AutoPackType.Unpacked);
/* No reason percent should exist beyond these values, but better to be safe.
* There is also no double clamp in Unity so... */
double percent = MathFN.ClampDouble(value.Percent, 0d, 1f);
byte percentByte = (byte)(percent * 100);
writer.WriteByte(percentByte);
}
public static PreciseTick ReadPreciseTick(this Reader reader)
{
uint tick = reader.ReadUInt32(AutoPackType.Unpacked);
byte percentByte = reader.ReadByte();
double percent = MathFN.ClampDouble((percentByte / 100f), 0d, 1d);
return new PreciseTick(tick, percent);
}
}
}