public void SetPhysicsEnabled(bool enabled) { Debug.Assert(Sync.IsServer, "Only server can enable/disable physics of a character"); if (!Sync.IsServer) { return; } Entity.Physics.Enabled = enabled; var msg = new SetCharacterPhysicsEnabledMsg(); msg.CharacterEntityId = Entity.EntityId; msg.Enabled = enabled; Sync.Layer.SendMessageToAll(ref msg); }
public void SetPhysicsEnabled(bool enabled) { Debug.Assert(Sync.IsServer, "Only server can enable/disable physics of a character"); if (!Sync.IsServer) return; Entity.Physics.Enabled = enabled; var msg = new SetCharacterPhysicsEnabledMsg(); msg.CharacterEntityId = Entity.EntityId; msg.Enabled = enabled; Sync.Layer.SendMessageToAll(ref msg); }
private static void OnCharacterPhysicsEnabled(MySyncCharacter sync, ref SetCharacterPhysicsEnabledMsg msg, MyNetworkClient sender) { sync.Entity.Physics.Enabled = msg.Enabled; }
private static void OnCharacterPhysicsEnabled(MySyncCharacter sync, ref SetCharacterPhysicsEnabledMsg msg, MyNetworkClient sender) { sync.Entity.Physics.Enabled = msg.Enabled; }