void UpdateMainControlledUnitAfterLoading()
{
if( mainNotActiveUnit == null )
return;
if( ControlledObject != null )
ControlledObject.Destroying += AlternativeUnitAllowPlayerControl_Destroying;
//disable collision for shapes and save contact groups
mainNotActiveUnitShapeContactGroups = new Dictionary<Shape, int>();
foreach( Body body in mainNotActiveUnit.PhysicsModel.Bodies )
{
foreach( Shape shape in body.Shapes )
{
mainNotActiveUnitShapeContactGroups.Add( shape, shape.ContactGroup );
shape.ContactGroup = (int)ContactGroup.NoContact;
}
}
}