private void OnEnable() { identity = GetComponentInParent <NetIdentity>(); evtPull = identity.RegisterEvent(OnPull); if (NetGame.isServer) { if (joint == null) { joint = CreateJoint(); } anchor = axis.TransformPoint(Vector3.forward); totalTravel = 0f; if (groundedIgnoreCollider != null) { IgnoreCollision.Ignore(base.transform, groundedIgnoreCollider); } } }
void IPreReset.PreResetState(int checkpoint) { IgnoreCollision.Ignore(base.transform, ignoreHat); }