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(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) { } } }