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using System.Diagnostics; | |
using UnityEngine; | |
namespace Crest | |
{ | |
[System.Serializable] | |
public class CrestTimeProvider | |
{ | |
private const float MaxDifferenceBeforeAdjust = 0.5f; | |
[SerializeField] | |
private bool UseNetworkTime; | |
[SerializeField] | |
private bool HasNetworkTime; | |
[SerializeField] | |
private float CurrentWaterTime; | |
[SerializeField] | |
private float NetworkTime; | |
private Stopwatch Stopwatch; | |
public CrestTimeProvider(bool useNetworkTime) | |
{ | |
UseNetworkTime = useNetworkTime; | |
} | |
public void SetNetworkTime(float networkTime) | |
{ | |
NetworkTime = networkTime; | |
HasNetworkTime = true; | |
} | |
public float GetWaterTime() | |
{ | |
// Prevents the water getting set to local time when using network time, which would result in speed waves as the system lerps from local to network. | |
if (UseNetworkTime && !HasNetworkTime) | |
{ | |
return 0f; | |
} | |
if (NetworkTime == 0f) | |
{ | |
NetworkTime = LocalNetworkTime(); | |
} | |
if (CurrentWaterTime == 0f) | |
{ | |
CurrentWaterTime = NetworkTime; | |
} | |
else | |
{ | |
CurrentWaterTime += Time.deltaTime; | |
} | |
if (UseNetworkTime) | |
{ | |
float diff = Mathf.Abs(CurrentWaterTime - NetworkTime); | |
if (diff >= MaxDifferenceBeforeAdjust) | |
{ | |
CurrentWaterTime = Mathf.Lerp(CurrentWaterTime, NetworkTime, Time.deltaTime); | |
} | |
} | |
return CurrentWaterTime; | |
} | |
// Serves as a local time source when in single player mode, and as the time source for the server to send to clients. | |
public float LocalNetworkTime() | |
{ | |
if (Stopwatch == null) | |
{ | |
Stopwatch = Stopwatch.StartNew(); | |
} | |
return Stopwatch.ElapsedMilliseconds / 1000f; | |
} | |
} | |
} |
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