// Use this for initialization
 void Start()
 {
     component = GetComponent<CharAnimEffComp>();
     component.HasChangedAnimState += ChangedState;
     syncObj = GetComponent<NetSyncObjCharacter>();
     //component.HasChangedAnimHash += ChangedHash;
 }
 private void ChangedState(CharAnimEffComp.AnimState oldState, CharAnimEffComp.AnimState newState)
 {
     if(mode == SFSNetworkManager.Mode.LOCAL || mode == SFSNetworkManager.Mode.HOSTREMOTE){
     //			Debug.Log ("pend send: " + oldState.Slash + ", " + oldState.SlashVariant + ", " + newState.Slash + ", " + newState.SlashVariant);
         pendingSend = true;
     }
 }
 // Use this for initialization
 void Start()
 {
     component = GetComponent<CharPosEffComp>();
     stateComponent = GetComponent<CharAnimEffComp>();
     stateEff = GetComponent<CharAnimEff>();
     statusComponent = GetComponent<ActorStatusComponent>();
     charController = GetComponent<CharacterController>();
 }
 public void ReceiveState(CharAnimEffComp.NetworkResultantState state)
 {
     if(SFSNetworkManager.Mode.REMOTE == mode || SFSNetworkManager.Mode.PREDICT == mode){
         resultantInterpolator.ReceivedItem(state);
     }
     else{
     //			Debug.LogError("wrong mode");
     }
 }
    void Start()
    {
        RunAnimationNameHash = Animator.StringToHash(CharAnimEffComp.RunAnimationName);
        IdleAnimationNameHash = Animator.StringToHash(CharAnimEffComp.IdleAnimationName);
        Slash1AnimationNameHash = Animator.StringToHash(CharAnimEffComp.Slash1AnimationName);
        Slash2AnimationNameHash = Animator.StringToHash(CharAnimEffComp.Slash2AnimationName);

        animator = GetComponent<Animator>();
        component = GetComponent<CharAnimEffComp>();
        posComponent = GetComponent<CharPosEffComp>();
        posEffector = GetComponent<CharPosEff>();
    }
 void Start()
 {
     animator = GetComponent<Animator>();
     component = GetComponent<CharAnimEffComp>();
     resultantInterpolator = new Interpolator<CharAnimEffComp.NetworkResultantState>(
         useInterpolation,
         interpolatorBackTime,
         CharAnimEffComp.NetworkResultantState.Interpolate,
         useExtrapolation,
         interpolatorExTime,
         CharAnimEffComp.NetworkResultantState.Extrapolate);
 }