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); } }