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- using System.Collections.Generic;
- namespace ET
- {
- [ChildOf]
- [ComponentOf]
- public class Room: Entity, IScene, IAwake, IUpdate
- {
- public SceneType SceneType { get; set; } = SceneType.Room;
- public string Name { get; set; }
-
- public long StartTime { get; set; }
- // 帧缓存
- public FrameBuffer FrameBuffer { get; set; }
- // 计算fixedTime,fixedTime在客户端是动态调整的,会做时间膨胀缩放
- public FixedTimeCounter FixedTimeCounter { get; set; }
- // 玩家id列表
- public List<long> PlayerIds { get; } = new(LSConstValue.MatchCount);
-
- // 预测帧
- public int PredictionFrame { get; set; } = -1;
- // 权威帧
- public int AuthorityFrame { get; set; } = -1;
- // 存档
- public Replay Replay { get; set; } = new();
- private EntityRef<LSWorld> lsWorld;
- // LSWorld做成child,可以有多个lsWorld,比如守望先锋有两个
- public LSWorld LSWorld
- {
- get
- {
- return this.lsWorld;
- }
- set
- {
- this.AddChild(value);
- this.lsWorld = value;
- }
- }
- public bool IsReplay { get; set; }
-
- public int SpeedMultiply { get; set; }
- }
- }
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