public override void Initialize(ActorBehaviorComponentData behaviorData) { Assert.IsTrue(Owner is Player); Assert.IsTrue(behaviorData is PlayerBehaviorData); base.Initialize(behaviorData); }
protected override void InitRigidbody(ActorBehaviorComponentData behaviorData) { base.InitRigidbody(behaviorData); // we run the follow cam in FixedUpdate() and interpolation interferes with that RigidBody.interpolation = RigidbodyInterpolation2D.None; }
public override void Initialize(ActorBehaviorComponentData behaviorData) { Assert.IsTrue(Owner is INPC); Assert.IsTrue(behaviorData is NPCBehaviorData); base.Initialize(behaviorData); NPCOwner.OnBehaviorInitialized(); }
private void InitActor(Actor actor, Guid id, ActorBehaviorComponentData behaviorData) { InitActor(actor); if (null != actor.Behavior && null != behaviorData) { actor.Behavior.Initialize(behaviorData); } }
public override void Initialize(ActorBehaviorComponentData behaviorData) { Assert.IsTrue(Owner is IPlayer); Assert.IsTrue(behaviorData is PlayerBehaviorData); base.Initialize(behaviorData); _moveDirection = Vector3.zero; }
public virtual void Initialize(ActorBehaviorComponentData behaviorData) { _behaviorData = behaviorData; if (null != Owner) { Owner.IsMoving = false; if (null != Owner.Movement) { Owner.Movement.Initialize(behaviorData); } } }
public Actor SpawnFromPrefab(Actor prefab, Guid id, ActorBehaviorComponentData behaviorData, Transform parent = null, bool activate = true) { #if USE_NETWORKING Debug.LogWarning("You probably meant to use NetworkManager.SpawnNetworkPrefab"); #endif Actor actor = Instantiate(prefab, parent); actor.gameObject.SetActive(activate); if (!Spawn(actor, id, behaviorData)) { Destroy(actor); return(null); } return(actor); }
protected override void InitRigidbody(ActorBehaviorComponentData behaviorData) { base.InitRigidbody(behaviorData); CharacterBehaviorData characterBehaviorData = behaviorData as CharacterBehaviorData; Assert.IsNotNull(characterBehaviorData); RigidBody.isKinematic = false; RigidBody.useGravity = true; RigidBody.freezeRotation = true; RigidBody.detectCollisions = true; RigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; // we run the follow cam in FixedUpdate() and interpolation interferes with that RigidBody.interpolation = RigidbodyInterpolation.None; }
public Actor SpawnFromPrefab(Actor prefab, ActorBehaviorComponentData behaviorData, Transform parent = null, bool activate = true) { return(SpawnFromPrefab(prefab, Guid.NewGuid(), behaviorData, parent, activate)); }
public bool Spawn(Actor actor, Guid id, ActorBehaviorComponentData behaviorData) { InitActor(actor, id, behaviorData); return(actor.OnSpawn(this)); }
public override void Initialize(ActorBehaviorComponentData behaviorData) { Assert.IsTrue(Owner.Movement is CharacterFlightMovement3D); base.Initialize(behaviorData); }
public override void Reset(ActorBehaviorComponentData behaviorData) { base.Reset(behaviorData); Assert.IsTrue(Owner.Behavior is CharacterBehavior); }
public override void Initialize(ActorBehaviorComponentData behaviorData) { base.Initialize(behaviorData); Assert.IsTrue(Owner.Behavior is CharacterBehavior); }