public static extern bool WantsPhysicsEvent(IntPtr gameObjectPtr, EntityPhysicsEvents physicsEvent);
Beispiel #2
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 public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent)
 {
     return(NativeGameObjectMethods.WantsPhysicsEvent(Handle, physicsEvent));
 }
 public static extern void EnablePhysicsEvent(IntPtr gameObjectPtr, bool enable, EntityPhysicsEvents physicsEvent);
Beispiel #4
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 public static extern bool WantsPhysicsEvent(IntPtr gameObjectPtr, EntityPhysicsEvents physicsEvent);
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 public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent)
 {
     NativeGameObjectMethods.EnablePhysicsEvent(Handle, enable, physicsEvent);
 }
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 public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent)
 {
     NativeGameObjectMethods.EnablePhysicsEvent(Handle, enable, physicsEvent);
 }
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 public static extern void EnablePhysicsEvent(IntPtr gameObjectPtr, bool enable, EntityPhysicsEvents physicsEvent);
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 public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent)
 {
     return NativeGameObjectMethods.WantsPhysicsEvent(Handle, physicsEvent);
 }
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 /// <summary>
 /// </summary>
 /// <param name="physicsEvent"></param>
 /// <returns></returns>
 public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent)
 {
     return GameObjectInterop.WantsPhysicsEvent(this.Handle, physicsEvent);
 }
Beispiel #10
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 /// <summary>
 /// En/disables sending physics event to this game object.
 /// </summary>
 /// <param name="enable">      Indicates whether event must enabled or disabled.</param>
 /// <param name="physicsEvent">
 /// <see cref="EntityPhysicsEvents"/> object that designates the event.
 /// </param>
 public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent)
 {
     GameObjectInterop.EnablePhysicsEvent(this.Handle, enable, physicsEvent);
 }
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 /// <summary>
 /// </summary>
 /// <param name="physicsEvent"></param>
 /// <returns></returns>
 public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent)
 {
     return(GameObjectInterop.WantsPhysicsEvent(this.Handle, physicsEvent));
 }
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 /// <summary>
 /// En/disables sending physics event to this game object.
 /// </summary>
 /// <param name="enable">      Indicates whether event must enabled or disabled.</param>
 /// <param name="physicsEvent">
 /// <see cref="EntityPhysicsEvents"/> object that designates the event.
 /// </param>
 public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent)
 {
     GameObjectInterop.EnablePhysicsEvent(this.Handle, enable, physicsEvent);
 }