internal void ApplyPatch(LookAtPatch patch) { if (patch.ActorId.HasValue) { IActor targetActor = AttachedActor.App.FindActor(patch.ActorId.Value); if (targetActor != null) { _targetObject = targetActor.GameObject; } else { _targetObject = null; } } if (patch.Mode.HasValue) { _lookAtMode = patch.Mode.Value; } if (patch.Backward.HasValue) { _backward = patch.Backward.Value; } }
internal void ApplyPatch(LookAtPatch patch) { if (patch.ActorId.HasValue) { IActor targetActor = AttachedActor.App.FindActor(patch.ActorId.Value); if (targetActor != null) { _targetObject = targetActor.Node3D as Spatial; } else { _targetObject = null; } } if (patch.Mode.HasValue) { _lookAtMode = patch.Mode.Value; } if (patch.Backward.HasValue) { _backward = patch.Backward.Value; } parent = GetParent() as Actor; }