using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Text; using Net.Client; using BITKit; using BITKit.Entities; using BITKit.SubSystems; using Net.Share; using Unity.Mathematics; namespace BITFALL { public class KinematicMovementService : MonoBehaviour { [SerializeField, SerializeReference, SubclassSelector] private INetProvider netProvider; private void Start() { } public void SyncMovement(int entityId, float3 currentVelocity, float3 currentPos,quaternion currentRot,bool isGrounded) { try { UnityEntitiesManager .GetOrAdd(entityId) .Get() .SyncMovement(currentVelocity, currentPos, currentRot,isGrounded); } catch (System.Exception e) { StringBuilder stringBuilder = new(); var entity = UnityEntitiesManager.GetOrAdd(entityId); stringBuilder.AppendLine($"Entity:{entityId}@{entity}"); var movement = entity.Get(); stringBuilder.AppendLine($"Movement@{movement}"); BIT4Log.Warnning(stringBuilder); Debug.LogException(e); } } } }