SubscribeLocalEvent<CollisionLayerChangeEvent>(OnCollisionLayerChange);
SubscribeLocalEvent<PhysicsBodyTypeChangedEvent>(OnBodyTypeChange);
SubscribeLocalEvent<TileChangedEvent>(OnTileChange);
- SubscribeLocalEvent<MoveEvent>(OnMoveEvent);
+ _transform.OnGlobalMoveEvent += OnMoveEvent;
}
private void OnTileChange(ref TileChangedEvent ev)
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly NPCSystem _npc = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
private readonly Dictionary<ICommonSession, PathfindingDebugMode> _subscribedSessions = new();
base.Shutdown();
_subscribedSessions.Clear();
_playerManager.PlayerStatusChanged -= OnPlayerChange;
+ _transform.OnGlobalMoveEvent -= OnMoveEvent;
}
public override void Update(float frameTime)