Esempio n. 1
0
        protected override void HandleMessage(EntityActorMessageContext messageContext, BehaviourGameObjectState <AvatarPedestalInstanceModel> state, EntityActorInitializationSuccessMessage message)
        {
            //We need to initialize our replicateable state here.

            //TODO: Better handling of enum names for specialized gameobjects
            //Basically this is how clients see the avatar id.
            state.EntityData.SetFieldValue(GameObjectField.RESERVED_DATA_1, state.BehaviourData.AvatarModelId);

            //avatar pedestal can be interacted with.
            state.EntityData.AddBaseObjectFieldFlag(BaseObjectFieldFlags.UNIT_FLAG_INTERACTABLE);
        }
Esempio n. 2
0
 protected override void HandleMessage(EntityActorMessageContext messageContext, BehaviourGameObjectState <WorldTeleporterInstanceModel> state, EntityActorInitializationSuccessMessage message)
 {
     //world teleporters can be interacted with.
     state.EntityData.AddBaseObjectFieldFlag(BaseObjectFieldFlags.UNIT_FLAG_INTERACTABLE);
 }