internal void SyncSpatial()
{
if (null != m_Entity && null != Actor) {
MovementStateInfo msi = m_Entity.GetMovementStateInfo();
UnityEngine.Vector3 v3 = Actor.transform.position;
msi.SetPosition(v3.x, v3.y, v3.z);
float dir = Utility.DegreeToRadian(Actor.transform.localEulerAngles.y);
msi.SetFaceDir(dir);
msi.SetMoveDir(dir);
if (msi.IsMoving) {
Vector3 tpos = new Vector3(msi.TargetPosition.X, msi.TargetPosition.Y, msi.TargetPosition.Z);
if ((tpos - v3).sqrMagnitude < c_StopDistSqr) {
msi.IsMoving = false;
if (null != Animator) {
//Animator.CrossFade(c_StandAnim, c_CrossFadeTime);
Animator.Play(c_StandAnim);
msi.IsMoving = false;
}
}
}
}
}