internal GameObject( long id, EntityState simulationState) { Id = id; SimulationState = simulationState; DisplayState = (EntityState) simulationState.Clone(); PrevDisplayState = (EntityState) simulationState.Clone(); }
public EntityState DefaultEntityState() { var physicsState = new EntityState { Position = new Vector3(0.0f) }; return physicsState; }
internal Player(long id, EntityState simulationState) : base(id, simulationState) { }