using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ObjectScripts
{
public abstract class AbstractManager : MonoBehaviour
{
///
/// Rate in seconds at which new values are read.
///
public float UpdateRateInSeconds { get; set; }
///
/// Current Game/simulation velocity
///
public float GameVelocity { get; set; }
///
/// Simulation runs forward
///
public bool forward { get; set; }
///
/// newest read timestamp
///
public double NewestTimestamp;
///
///
///
public double CurrentTimestamp;
///
/// earliest read timestamp
///
public double EarliestTimestamp;
///
/// current game/simulation timestamp
///
public double GameTimestamp;
///
/// end timestamp of timeinterval
///
public double endChunk;
///
/// start timestamp of timeinterval
///
public double startChunk;
///
/// Rate at which new values are read.
///
[SerializeField] public float UpdateRate;
///
/// On play pressed
///
public abstract void PlayPressed();
///
/// on stop pressed
///
public abstract void StopPressed();
///
/// on reverse pressed
///
public abstract void ReversePressed();
///
/// on plus pressed
///
public abstract void PlusPressed();
///
/// on minus pressed
///
public abstract void MinusPressed();
///
/// Jumps to timestamp by calling InputProzessor.JumpToTimestamp(timestamp)
///
public abstract void JumpToTimestamp(double timestamp);
///
/// Sets startChunk
///
public abstract void SetChunkStarttimestamp(double time);
///
/// Sets endChunk
///
public abstract void SetChunkEndtimestamp(double time);
}
}