Exemple #1
0
        /// <summary>
        /// Replicate entire gameobject as only empty gameobjects and colliders.
        /// </summary>
        internal static Ghost CreateRewindGhost(IHaunted haunted)
        {
            Scene holdscene = SceneManager.GetActiveScene();

            SceneManager.SetActiveScene(ghostScene);

            /// Create the root of the Ghost
            GameObject ghostGO = new GameObject("ghst." + haunted.GameObject.name);

#if !UNITY_2019_1_OR_NEWER
            /// For old physx these ghosts are in the main scene, and need to be protected from scene changes
            Object.DontDestroyOnLoad(ghostGO);
#endif

            SceneManager.SetActiveScene(holdscene);

            /// Add the Ghost component
            Ghost ghost = ghostGO.AddComponent <Ghost>();

            /// TEST widget
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            var widgetYGO = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            Object.DestroyImmediate(widgetYGO.GetComponent <Collider>());
            widgetYGO.transform.localScale = new Vector3(.1f, 3f, .1f);
            widgetYGO.transform.parent     = ghostGO.transform;

            var widgetXGO = Object.Instantiate(widgetYGO, ghost.transform);
            widgetYGO.transform.Rotate(0f, 0f, 90f);

            var debugCross = new GameObject("Debug Cross");
            debugCross.hideFlags        = HideFlags.HideInHierarchy;
            debugCross.transform.parent = ghostGO.transform;
            widgetXGO.transform.parent  = debugCross.transform;
            widgetYGO.transform.parent  = debugCross.transform;

            ghost.debugRenderers = ghost.GetComponentsInChildren <Renderer>();
            ghost.ShowDebugCross(false);
#endif

            /// Initialize the Ghost component
            ghost.Initialize(haunted);

            colliderCount = 0;
            /// Start the recursion process
            CloneChildrenAndColliders(haunted.GameObject, ghostGO, ghost);

            return(ghost);
        }
Exemple #2
0
        public void Initialize(IHaunted haunted)
        {
            this.haunted = haunted;
            var iViewID = haunted.GameObject.GetComponent <IHasNetworkID>();

            viewID = (iViewID != null) ? iViewID.ViewID : 0;

            /// Clone the RBs
            var hRB   = haunted.GameObject.GetComponent <Rigidbody>();
            var hRB2D = haunted.GameObject.GetComponent <Rigidbody2D>();

            if (hRB)
            {
                rb = gameObject.AddComponent <Rigidbody>().GetCopyOf(hRB);
            }
            else if (hRB2D)
            {
                rb2d = gameObject.AddComponent <Rigidbody2D>().GetCopyOf(hRB2D);
            }
        }