/// <summary> /// Initializes the player. /// </summary> /// <param name="actorInfo"></param> internal virtual void InternalSpawn(ActorInfo actorInfo) { System.Diagnostics.Contracts.Contract.Requires(actorInfo.ChannelId > 0); Id = new EntityId(actorInfo.Id); this.SetActorHandle(actorInfo.ActorPtr); this.SetEntityHandle(actorInfo.EntityPtr); ChannelId = actorInfo.ChannelId; // actor must have physics Physics.Type = PhysicalizationType.Rigid; OnSpawn(); }
internal NativeActor(ActorInfo actorInfo) { Id = new EntityId(actorInfo.Id); this.SetIEntity(actorInfo.EntityPtr); this.SetIActor(actorInfo.ActorPtr); }
internal NativeActor(ActorInfo actorInfo) { Id = new EntityId(actorInfo.Id); this.SetEntityHandle(actorInfo.EntityPtr); this.SetActorHandle(actorInfo.ActorPtr); }