protected override void HandleMessage(EntityActorMessageContext messageContext, BehaviourGameObjectState <AvatarPedestalInstanceModel> state, EntityActorInitializationSuccessMessage message) { //We need to initialize our replicateable state here. //TODO: Better handling of enum names for specialized gameobjects //Basically this is how clients see the avatar id. state.EntityData.SetFieldValue(GameObjectField.RESERVED_DATA_1, state.BehaviourData.AvatarModelId); //avatar pedestal can be interacted with. state.EntityData.AddBaseObjectFieldFlag(BaseObjectFieldFlags.UNIT_FLAG_INTERACTABLE); }
protected override void HandleMessage(EntityActorMessageContext messageContext, BehaviourGameObjectState <WorldTeleporterInstanceModel> state, EntityActorInitializationSuccessMessage message) { //world teleporters can be interacted with. state.EntityData.AddBaseObjectFieldFlag(BaseObjectFieldFlags.UNIT_FLAG_INTERACTABLE); }