// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using UnityEngine; namespace HoloToolkit.Sharing.SyncModel { /// <summary> /// This class implements the Quaternion object primitive for the syncing system. /// It does the heavy lifting to make adding new Quaternion to a class easy. /// </summary> public class SyncQuaternion : SyncObject { [SyncData] private SyncFloat x = null; [SyncData] private SyncFloat y = null; [SyncData] private SyncFloat z = null; [SyncData] private SyncFloat w = null; #if UNITY_EDITOR public override object RawValue { get { return Value; } } #endif public Quaternion Value { get { return new Quaternion(x.Value, y.Value, z.Value, w.Value); } set { x.Value = value.x; y.Value = value.y; z.Value = value.z; w.Value = value.w; } } public SyncQuaternion(string field) : base(field) { } } }