Timestamp is now float
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@@ -24,15 +24,15 @@ public class TestBall : SyncedObject
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private NetworkManager networkManager;
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private const int LoopTimeMs = 1000;
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private const float LoopTime = 1f;
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private const float MaxUp = 0.7f;
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private const float UpPerPress = 0.4f;
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private const float DownPerSecond = 1;
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private const float DownPerSecond = 1f;
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private float sumOfDt;
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private float amountUp = 0;
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private int loopOffset = 0;
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private float loopOffset = 0;
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private float[] jumps;
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private int jumpsIndex;
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@@ -78,25 +78,25 @@ public class TestBall : SyncedObject
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private void SetProgress(float progress)
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{
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var currentTimestamp = GetCurrentTimestamp();
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loopOffset = (int)(currentTimestamp - progress * LoopTimeMs);
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loopOffset = currentTimestamp - progress * LoopTime;
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}
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private float GetProgress()
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{
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var currentTimestamp = GetCurrentTimestamp();
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//Debug.Log($"CurrentTimeStamp for mode {mode}: {currentTimestamp}");
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return ((int)currentTimestamp - loopOffset) % LoopTimeMs / (float)LoopTimeMs; // "uint % int" is not exposed, I love working in Udon
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return currentTimestamp - loopOffset % LoopTime / LoopTime;
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}
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private uint GetCurrentTimestamp()
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private float GetCurrentTimestamp()
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{
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switch (mode)
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{
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case TestBallMode.UseNetworkTime:
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return NetworkManager.TimeToTimestamp(networkManager.SyncedTime);
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return networkManager.SyncedTime;
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case TestBallMode.UseNetworkDt:
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case TestBallMode.UseUnityDt:
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return NetworkManager.TimeToTimestamp(sumOfDt);
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return sumOfDt;
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default:
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Debug.LogError($"({nameof(TestBall)}) Unknown mode {mode}!");
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return 0;
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