public static void HeadTowardsNode(LocomotionSystemV2 p_locomotionSystem, NavigationNode p_navigationNode, Action <NavigationNode, NavigationNode> p_onDestinationReached = null) { p_locomotionSystem.OnNavigationNodeReachedEvent = p_onDestinationReached; p_locomotionSystem.HeadingTowardsTargetNode = true; p_locomotionSystem.CurrentDestination = p_navigationNode.LocalPosition; p_locomotionSystem.CurrentTargetNode = p_navigationNode; }
public static LocomotionSystemV2 alloc(Locomotion p_locomotion) { LocomotionSystemV2 l_instance = new LocomotionSystemV2(); l_instance.LocomotionComponent = p_locomotion; LocomotionSystemV2Container.LocomotionSystemComponents.Add(l_instance); return(l_instance); }
public static void warp(LocomotionSystemV2 p_locomotionSystem, NavigationNode p_navigationNode) { p_locomotionSystem.LocomotionComponent.AssociatedEntity.EntityGameWorld.RootGround.WorldPosition = p_navigationNode.LocalPosition; }
public static void free(LocomotionSystemV2 p_locomotionSystemV2) { LocomotionSystemV2Container.LocomotionSystemComponents.Remove(p_locomotionSystemV2); }