Ejemplo n.º 1
0
        public void SetPhysicsEnabled(bool enabled)
        {
            Debug.Assert(Sync.IsServer, "Only server can enable/disable physics of a character");
            if (!Sync.IsServer)
            {
                return;
            }

            Entity.Physics.Enabled = enabled;
            var msg = new SetCharacterPhysicsEnabledMsg();

            msg.CharacterEntityId = Entity.EntityId;
            msg.Enabled           = enabled;

            Sync.Layer.SendMessageToAll(ref msg);
        }
Ejemplo n.º 2
0
        public void SetPhysicsEnabled(bool enabled)
        {
            Debug.Assert(Sync.IsServer, "Only server can enable/disable physics of a character");
            if (!Sync.IsServer) return;

            Entity.Physics.Enabled = enabled;
            var msg = new SetCharacterPhysicsEnabledMsg();
            msg.CharacterEntityId = Entity.EntityId;
            msg.Enabled = enabled;

            Sync.Layer.SendMessageToAll(ref msg);
        }
Ejemplo n.º 3
0
 private static void OnCharacterPhysicsEnabled(MySyncCharacter sync, ref SetCharacterPhysicsEnabledMsg msg, MyNetworkClient sender)
 {
     sync.Entity.Physics.Enabled = msg.Enabled;
 }
Ejemplo n.º 4
0
 private static void OnCharacterPhysicsEnabled(MySyncCharacter sync, ref SetCharacterPhysicsEnabledMsg msg, MyNetworkClient sender)
 {
     sync.Entity.Physics.Enabled = msg.Enabled;
 }