protected override void InitRigidbody(ActorBehaviorData behaviorData) { base.InitRigidbody(behaviorData); // we run the follow cam in FixedUpdate() and interpolation interferes with that RigidBody.interpolation = RigidbodyInterpolation.None; }
public virtual void Initialize(ActorBehaviorData behaviorData) { _behaviorData = behaviorData; IsMoving = false; Movement.Initialize(behaviorData); }
public override void Initialize(ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is PlayerBehaviorData); base.Initialize(behaviorData); _moveDirection = Vector3.zero; }
public override void Initialize(ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is PlayerBehaviorData); base.Initialize(behaviorData); BoundsPlayerBehaviorComponent2D boundsBehavior = GetBehaviorComponent <BoundsPlayerBehaviorComponent2D>(); boundsBehavior.Initialize(GameManager.Instance.GameGameData); }
public override void Initialize(Guid id, ActorBehaviorData data) { Assert.IsTrue(data is HiveBehaviorData); base.Initialize(id, data); foreach (HiveArmor armor in _armor) { armor.Initialize(); } }
public override void Initialize(Guid id, ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is NPCBrawlerBehaviorData); base.Initialize(id, behaviorData); _npcBrawlerData = NPCBrawlerBehavior.NPCBrawlerBehaviorData.BrawlerCharacterOptions.GetRandomEntry(); Brawler.Initialize(this, NPCBrawlerData.BrawlerData); InitializeModel(); }
protected override void InitRigidbody(Rigidbody rb, ActorBehaviorData behaviorData) { base.InitRigidbody(rb, behaviorData); rb.isKinematic = false; rb.useGravity = true; rb.freezeRotation = true; rb.detectCollisions = true; rb.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; // we run the follow cam in FixedUpdate() and interpolation interferes with that rb.interpolation = RigidbodyInterpolation.None; }
public virtual Actor SpawnFromPrefab(Actor prefab, Guid id, ActorBehaviorData behaviorData, Transform parent = null, bool activate = true) { Debug.LogWarning("You probably meant to use NetworkManager.SpawnNetworkPrefab"); Actor actor = Instantiate(prefab, parent); actor.gameObject.SetActive(activate); if (!Spawn(actor, id, behaviorData)) { Destroy(actor); return(null); } return(actor); }
public override void Initialize(Guid id, ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is NPCBehaviorData); base.Initialize(id, behaviorData); _agent.speed = NPCBehavior.NPCBehaviorData.MoveSpeed; _agent.angularSpeed = NPCBehavior.NPCBehaviorData.AngularMoveSpeed; _agent.acceleration = NPCBehavior.NPCBehaviorData.MoveAcceleration; _agent.stoppingDistance = Radius + NPCBehavior.NPCBehaviorData.StoppingDistance; _agent.autoBraking = true; _agent.radius = Radius; _agent.height = Height; _agentStuckCheck = StartCoroutine(AgentStuckCheck()); }
protected override void InitRigidbody(ActorBehaviorData behaviorData) { base.InitRigidbody(behaviorData); CharacterBehaviorData characterBehaviorData = behaviorData as CharacterBehaviorData; Assert.IsNotNull(characterBehaviorData); RigidBody.isKinematic = false; RigidBody.useGravity = true; RigidBody.freezeRotation = true; RigidBody.detectCollisions = true; RigidBody.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; // we run the follow cam in FixedUpdate() and interpolation interferes with that RigidBody.interpolation = RigidbodyInterpolation.None; }
public override void Initialize(ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is NPCBartenderBehaviorData); base.Initialize(behaviorData); }
public virtual bool Spawn(Actor actor, Guid id, ActorBehaviorData behaviorData) { InitActor(actor, id, behaviorData); return(actor.OnSpawn(this)); }
private void InitActor(Actor actor, Guid id, ActorBehaviorData behaviorData) { InitActor(actor); actor.Initialize(id, behaviorData); }
public override void Initialize(Guid id, ActorBehaviorData data) { Assert.IsTrue(data is WaspBehaviorData); base.Initialize(id, data); }
public override void Initialize(Guid id, ActorBehaviorData behaviorData) { Assert.IsTrue(behaviorData is NPCBehaviorData); base.Initialize(id, behaviorData); }
public override void Initialize(ActorBehaviorData behaviorData) { base.Initialize(behaviorData); _moveDirection = Vector2.zero; }