BITKit/Packages/Runtime/Entity/Components/Physics/EntityPhysics.cs

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2023-06-05 19:57:17 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BITKit.Entities
{
public class EntityPhysics : EntityComponent, IHealthCallback
{
public Animator animator;
public Rigidbody[] rigidbodies;
public Collider[] ragdollColliders;
public override void OnStart()
{
entity.RegisterCallback<IHealthCallback>(this);
}
void IHealthCallback.OnSetAlive(bool alive)
{
if(animator)
animator.enabled = alive;
rigidbodies.ForEach(x =>
{
x.isKinematic = alive;
});
ragdollColliders.ForEach(x =>
{
x.enabled = !alive;
});
}
public void OnSetHP(int hp)
{
}
}
}