void Start() { actorPhysics = GetComponent <ActorPhysics2D>(); if (actorController == null) { // no controller eh? actorController = GetComponent <IActorController>(); } actorController.OnActorControl(this); actorController.enabled = true; }
public void Depossess() { inputVector = Vector2.zero; actorController = storedController; if (actorController == null) { // no controller eh? actorController = GetComponent <IActorController>(); actorController.OnActorControl(this); } actorController.enabled = true; }
public bool Possess(IActorController icontroller) { if (actorController is PlayerActorController) { return(false); } if (actorController != null) { // this is probably the player possessing; store this controller for later storedController = actorController; storedController.enabled = false; } actorController = icontroller; actorController.OnActorControl(this); return(true); }
public void SetActorController(IActorController icontroller) { actorController = icontroller; actorController.OnActorControl(this); }