public IEnumerator SetStateTest() { var state = new NetworkEntityState { EntityId = m_networkEntity.NetworkId.ToString(), ComponentStates = new List <NetworkComponentState> { new NetworkComponentState { Name = nameof(NetworkTransform), Properties = new List <NetworkComponentProperty> { new NetworkComponentProperty { Name = nameof(NetworkTransform.Position), Value = JsonSerializer.Serialize(m_expectedPosition) }, new NetworkComponentProperty { Name = nameof(NetworkTransform.Rotation), Value = JsonSerializer.Serialize(m_expectedRotation) }, } } } }; yield return(null); m_networkEntity.HasLocalAuthority = false; m_networkEntity.SetState(state, 0); yield return(null); Assert.AreEqual(m_expectedPosition, m_networkEntity.transform.position); Assert.AreEqual(m_expectedRotation, m_networkEntity.transform.rotation); }
void Start() { _networkState = this.GetComponentInChildren <NetworkEntityState>(); _startPos = _networkState.transform.position; if (_networkState.PrefabType == PrefabType.Npc) { InvokeRepeating("chooseDestination", 0, 2); } }
void Start() { _networkState = this.GetComponentInChildren<NetworkEntityState>(); _startPos = _networkState.transform.position; if (_networkState.PrefabType == PrefabType.Npc) { InvokeRepeating("chooseDestination", 0, 2); } }
void Start() { _networkState = this.GetComponentInChildren <NetworkEntityState>(); var material = this.GetComponent <MeshRenderer>().material; if (_networkState.PrefabType == PrefabType.Player) { material.color = Color.green; } else {//npc material.color = Color.red; } }
void Start() { _networkState = this.GetComponentInChildren<NetworkEntityState>(); var material = this.GetComponent<MeshRenderer>().material; if (_networkState.PrefabType == PrefabType.Player) { material.color = Color.green; } else {//npc material.color = Color.red; } }
void Start() { _networkState = this.GetComponentInChildren <NetworkEntityState> (); _networkState.PrefabType = PrefabType.Npc; if (desplazamiento != null) { if (desplazamiento == true) { rg.AddForce(new Vector3(0.5f, 0f, 0f) * repulsion * Time.deltaTime); } else { rg.AddForce(new Vector3(-0.5f, 0f, 0f) * repulsion * Time.deltaTime); } } }
void Awake() { _networkState = this.GetComponentInChildren <NetworkEntityState>(); _networkState.PrefabType = PrefabType.Player; }