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