Exemple #1
0
 protected virtual void OnSpawnMob()
 {
     mobSprite.SetToNPCLayer();
     registerObject.RestoreAllToDefault();
     if (simpleAnimal != null)
     {
         simpleAnimal.SetDeadState(false);
     }
 }
Exemple #2
0
 protected virtual void OnSpawnMob()
 {
     dirSprites.SetToNPCLayer();
     registerObject.Passable = false;
     if (simpleAnimal != null)
     {
         simpleAnimal.SetDeadState(false);
     }
 }
Exemple #3
0
        public void OnSpawnServer(SpawnInfo info)
        {
            if (ignoreInQueenCount == false)
            {
                XenoQueenAI.AddFacehuggerToCount();
            }

            mobSprite.SetToNPCLayer();
            registerObject.RestoreAllToDefault();
            simpleAnimal.SetDeadState(false);
            ResetBehaviours();
            BeginSearch();
        }
        public void OnSpawnServer(SpawnInfo info)
        {
            //FIXME This shouldn't be called by client yet it seems it is
            if (!isServer)
            {
                return;
            }

            XenoQueenAI.CurrentHuggerAmt++;
            mobSprite.SetToNPCLayer();
            registerObject.RestoreAllToDefault();
            simpleAnimal.SetDeadState(false);
            ResetBehaviours();
            BeginSearch();
        }
Exemple #5
0
        public void OnSpawnServer(SpawnInfo info)
        {
            mobSprite.SetToNPCLayer();
            registerObject.RestoreAllToDefault();
            if (simpleAnimal != null)
            {
                simpleAnimal.SetDeadState(false);
            }

            UpdateManager.Add(CallbackType.UPDATE, UpdateMe);
            UpdateManager.Add(PeriodicUpdate, 1f);
            health.applyDamageEvent += AttackReceivedCoolDown;
            isServer = true;

            OnSpawnMob();
            OnAIStart();
        }