protected virtual void OnSpawnMob() { mobSprite.SetToNPCLayer(); registerObject.RestoreAllToDefault(); if (simpleAnimal != null) { simpleAnimal.SetDeadState(false); } }
protected virtual void OnSpawnMob() { dirSprites.SetToNPCLayer(); registerObject.Passable = false; if (simpleAnimal != null) { simpleAnimal.SetDeadState(false); } }
public void OnSpawnServer(SpawnInfo info) { if (ignoreInQueenCount == false) { XenoQueenAI.AddFacehuggerToCount(); } mobSprite.SetToNPCLayer(); registerObject.RestoreAllToDefault(); simpleAnimal.SetDeadState(false); ResetBehaviours(); BeginSearch(); }
public void OnSpawnServer(SpawnInfo info) { //FIXME This shouldn't be called by client yet it seems it is if (!isServer) { return; } XenoQueenAI.CurrentHuggerAmt++; mobSprite.SetToNPCLayer(); registerObject.RestoreAllToDefault(); simpleAnimal.SetDeadState(false); ResetBehaviours(); BeginSearch(); }
public void OnSpawnServer(SpawnInfo info) { mobSprite.SetToNPCLayer(); registerObject.RestoreAllToDefault(); if (simpleAnimal != null) { simpleAnimal.SetDeadState(false); } UpdateManager.Add(CallbackType.UPDATE, UpdateMe); UpdateManager.Add(PeriodicUpdate, 1f); health.applyDamageEvent += AttackReceivedCoolDown; isServer = true; OnSpawnMob(); OnAIStart(); }