public static extern bool SetAspectProfile(IntPtr gameObjectPtr, EntityAspects aspect, ushort profile, bool fromNetwork = false);
/// <summary> /// When implemented in derived class, synchronizes this entity with it's /// representations on remote computers. /// </summary> /// <param name="syncronizer">Object that handles the synchronization.</param> /// <param name="aspect"> /// Aspect of the entity that needs synchronization. /// </param> /// <param name="profile"> Which profile to synchronize.</param> /// <param name="flags"> Physics flags to use in syncronization.</param> public abstract void NetworkSynchronize(CrySerialize syncronizer, EntityAspects aspect, byte profile, int flags);
public bool SetAspectProfile(EntityAspects aspect, ushort profile, bool fromNetwork = false) { return(NativeGameObjectMethods.SetAspectProfile(Handle, aspect, profile, fromNetwork)); }
IEnumerator IEnumerable.GetEnumerator() { return(EntityAspects.GetEnumerator()); }
IEnumerator <EntityAspect> IEnumerable <EntityAspect> .GetEnumerator() { return(EntityAspects.GetEnumerator()); }
public bool SetAspectProfile(EntityAspects aspect, ushort profile, bool fromNetwork = false) { return NativeGameObjectMethods.SetAspectProfile(Handle, aspect, profile, fromNetwork); }
public void AddEntity(EntityAspect entityAspect) { EntityAspects.Add(entityAspect); }
public bool SetAspectProfile(EntityAspects aspect, ushort profile, bool fromNetwork = false) { return GameObjectInterop.SetAspectProfile(this.Handle, aspect, profile, fromNetwork); }
public bool SetAspectProfile(EntityAspects aspect, ushort profile, bool fromNetwork = false) { return(GameObjectInterop.SetAspectProfile(this.Handle, aspect, profile, fromNetwork)); }