Reduce Sync() events
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parent
e8ca1fe398
commit
d0726b9514
3 changed files with 21 additions and 11 deletions
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@ -23,6 +23,6 @@ namespace Pixi.Robots
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public float3 scale;
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public string placeholder;
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public string name;
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}
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}
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@ -331,7 +331,7 @@ namespace Pixi.Robots
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if (!map.ContainsKey(cubeId))
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{
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result.block = BlockIDs.TextBlock;
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result.placeholder = "Unknown cube #" + cubeId.ToString();
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result.name = "Unknown cube #" + cubeId.ToString();
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//result.rotation = float3.zero;
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#if DEBUG
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Logging.MetaLog($"Unknown cubeId {cubeId}");
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@ -411,7 +411,7 @@ namespace Pixi.Robots
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else
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{
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result.block = BlockIDs.TextBlock;
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result.placeholder = cubeName;
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result.name = cubeName;
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}
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}
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}
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@ -58,16 +58,21 @@ namespace Pixi.Robots
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float3 position = new Player(PlayerType.Local).Position;
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position.y += (float)blockSize;
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CubeInfo[] cubes = CubeUtility.ParseCubes(robot.Value);
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Block[] blocks = new Block[cubes.Length];
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for (int c = 0; c < cubes.Length; c++) // sometimes I wish this were C++
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{
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CubeInfo cube = cubes[c];
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float3 realPosition = (cube.position * (float)blockSize) + position;
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Block newBlock = Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, scale: cube.scale);
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blocks[c] = Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, scale: cube.scale);
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}
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for (int c = 0; c < cubes.Length; c++)
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{
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CubeInfo cube = cubes[c];
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// the goal is for this to never evaluate to true (ie all cubes are translated correctly)
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if (!string.IsNullOrEmpty(cube.placeholder) && cube.block == BlockIDs.TextBlock)
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{
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newBlock.Specialise<TextBlock>().Text = cube.placeholder;
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}
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if (!string.IsNullOrEmpty(cube.name) && cube.block == BlockIDs.TextBlock)
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{
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blocks[c].Specialise<TextBlock>().Text = cube.name;
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}
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}
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Logging.CommandLog($"Placed {robot.Value.name} by {robot.Value.addedByDisplayName} ({cubes.Length} cubes) beside you");
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}
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@ -97,15 +102,20 @@ namespace Pixi.Robots
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float3 position = new Player(PlayerType.Local).Position;
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position.y += (float)blockSize;
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CubeInfo[] cubes = CubeUtility.ParseCubes(robot);
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Block[] blocks = new Block[cubes.Length];
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for (int c = 0; c < cubes.Length; c++) // sometimes I wish this were C++
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{
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CubeInfo cube = cubes[c];
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float3 realPosition = (cube.position * (float)blockSize) + position;
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Block newBlock = Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, scale: cube.scale);
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blocks[c] = Block.PlaceNew(cube.block, realPosition, cube.rotation, cube.color, cube.darkness, scale: cube.scale);
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}
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for (int c = 0; c < cubes.Length; c++)
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{
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CubeInfo cube = cubes[c];
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// the goal is for this to never evaluate to true (ie all cubes are translated correctly)
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if (!string.IsNullOrEmpty(cube.placeholder) && cube.block == BlockIDs.TextBlock)
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if (!string.IsNullOrEmpty(cube.name) && cube.block == BlockIDs.TextBlock)
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{
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newBlock.Specialise<TextBlock>().Text = cube.placeholder;
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blocks[c].Specialise<TextBlock>().Text = cube.name;
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}
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}
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Logging.CommandLog($"Placed {robot.name} by {robot.addedByDisplayName} ({cubes.Length} cubes) beside you");
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