Exemplo n.º 1
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 /// <summary>
 /// Synchronize the state of the specified body part based on the observer's settings
 /// </summary>
 /// <remarks>
 /// <para>
 /// The status, layer, and context are synchronized, depending on the observer settings.  Other
 /// properties such as <see cref="BodyPartType"/>, transform values, etc., are not included.
 /// </para>
 /// </remarks>
 /// <param name="to">The body part to sync to. (Required)</param>
 /// <param name="from">The body part to sync from. (Required)</param>
 /// <param name="ignoreContext">
 /// The context that should never be synchronized. (Usually the <paramref name="from"/>'s GameObject.
 /// (Required if observer is configured to include context.)
 /// </param>
 public virtual void Synchronize(BodyPart to, BodyPart from, GameObject ignoreContext)
 {
     BodyPart.Synchronize(to, from, m_ColliderBehavior, m_ColliderLayer, m_Context, ignoreContext);
 }