public T SpawnPlayerFor <T>(T prefab, Vector3 position, Quaternion rotation, GameObjectInitializer <T> initializer, GameObject player) where T : Component { T gameObject = GameObject.Instantiate(prefab, position, rotation); initializer(gameObject); NetworkServer.SpawnWithClientAuthority(gameObject.gameObject, player); return(gameObject); }
public T SpawnPrefab <T>(T prefab, Vector3 position, Quaternion rotation, GameObjectInitializer <T> initializer) where T : Component { T gameObject = GameObject.Instantiate(prefab, position, rotation); initializer(gameObject); NetworkServer.Spawn(gameObject.gameObject); return(gameObject); }
protected GameObject(MinerGame game, GameObjectInitializer initializer) : this(game) { Initializer = initializer; }
protected MovableGameObject(MinerGame game, GameObjectInitializer initializer) : base(game, initializer) { Physics = new MovablePhysicsComponent(this); }
public Player(MinerGame game, GameObjectInitializer initializer) : base(game, initializer) { Input = new PlayerInputComponent(this, 700f); Airborne = true; }
public Terrain(MinerGame game, GameObjectInitializer initializer) : base(game, initializer) { }