UnityEngine.Networking.NetworkTransform.HasMoved C# (CSharp) Méthode

HasMoved() private méthode

private HasMoved ( ) : bool
Résultat bool
        private bool HasMoved()
        {
            float magnitude = 0f;
            if (this.m_RigidBody3D != null)
            {
                Vector3 vector = this.m_RigidBody3D.position - this.m_PrevPosition;
                magnitude = vector.magnitude;
            }
            else if (this.m_RigidBody2D != null)
            {
                Vector2 vector2 = this.m_RigidBody2D.position - this.m_PrevPosition;
                magnitude = vector2.magnitude;
            }
            else
            {
                Vector3 vector3 = base.transform.position - this.m_PrevPosition;
                magnitude = vector3.magnitude;
            }
            if (magnitude > 1E-05f)
            {
                return true;
            }
            if (this.m_RigidBody3D != null)
            {
                magnitude = Quaternion.Angle(this.m_RigidBody3D.rotation, this.m_PrevRotation);
            }
            else if (this.m_RigidBody2D != null)
            {
                magnitude = Math.Abs((float) (this.m_RigidBody2D.rotation - this.m_PrevRotation2D));
            }
            else
            {
                magnitude = Quaternion.Angle(base.transform.rotation, this.m_PrevRotation);
            }
            if (magnitude > 1E-05f)
            {
                return true;
            }
            if (this.m_RigidBody3D != null)
            {
                magnitude = Mathf.Abs((float) (this.m_RigidBody3D.velocity.sqrMagnitude - this.m_PrevVelocity));
            }
            else if (this.m_RigidBody2D != null)
            {
                magnitude = Mathf.Abs((float) (this.m_RigidBody2D.velocity.sqrMagnitude - this.m_PrevVelocity));
            }
            return (magnitude > 1E-05f);
        }