public virtual void OnEnable()
 {
     ConcaveShape = target as FSConcaveShapeComponent;
     EditTarget   = new SerializedObject(ConcaveShape);
     FSSettings.Load();
     categorySettings = FSSettings.CategorySettings;
 }
Beispiel #2
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        private void Reset(FSFixture fA, int indexA, FSFixture fB, int indexB)
        {
            Flags = ContactFlags.Enabled;

            FixtureA = fA;
            FixtureB = fB;

            ChildIndexA = indexA;
            ChildIndexB = indexB;

            Manifold.PointCount = 0;

            NodeA.Contact = null;
            NodeA.Prev    = null;
            NodeA.Next    = null;
            NodeA.Other   = null;

            NodeB.Contact = null;
            NodeB.Prev    = null;
            NodeB.Next    = null;
            NodeB.Other   = null;

            TOICount = 0;

            //FPE: We only set the friction and restitution if we are not destroying the contact
            if (FixtureA != null && FixtureB != null)
            {
                Friction    = FSSettings.MixFriction(FixtureA.Friction, FixtureB.Friction);
                Restitution = FSSettings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
            }

            TangentSpeed = 0;
        }
 public void Save()
 {
     FSSettings.CategorySettings = loadedFSCategorySettings;
     FSSettings.CoreSettings     = loadedFSCoreSettings;
     FSSettings.Save();
     EditorApplication.RepaintProjectWindow();
     //Microsoft.CSharp.CSharpCodeProvider prov = new Microsoft.CSharp.CSharpCodeProvider(
 }
 private void SwitchSettings(FSSettingsPlatform platform)
 {
     GUI.FocusWindow(-1);
     FSSettings.CoreSettings = loadedFSCoreSettings;
     FSSettings.Save();
     FSSettings.Load(platform);
     loadedFSCoreSettings = FSSettings.CoreSettings;
     switchs = false;
 }
    private void OnDestroy()
    {
        Save();

        // write and recompile
        string settings_f = "";

        settings_f += fpe_settings_header;
        settings_f += "#if UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX \n\n";
        FSSettings.Load(FSSettingsPlatform.Desktop);
        settings_f += FormattedSettings();
        settings_f += "\n#elif UNITY_WEBPLAYER\n\n";
        FSSettings.Load(FSSettingsPlatform.Web);
        settings_f += FormattedSettings();
        settings_f += "\n#elif UNITY_IPHONE\n\n";
        FSSettings.Load(FSSettingsPlatform.iOS);
        settings_f += FormattedSettings();
        settings_f += "\n#elif UNITY_ANDROID\n\n";
        FSSettings.Load(FSSettingsPlatform.Android);
        settings_f += FormattedSettings();
        settings_f += "\n#else\n\n";
        FSSettings.Load(FSSettingsPlatform.Default);
        settings_f += FormattedSettings();
        settings_f += "\n#endif\n\n";
        settings_f += fpe_settings_footer;

        string path = Application.dataPath + "/FarseerUnity/Base/FarseerPhysics";

        FileStream   fs;
        StreamWriter sw0;

        fs  = File.Open(path + "/Settings.cs", FileMode.Truncate);
        sw0 = new StreamWriter(fs);

        sw0.Write(settings_f);

        sw0.Flush();

        sw0.Close();

        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
    }
Beispiel #6
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 protected virtual void Awake()
 {
     target0 = target as FSCollisionGroup;
     FSSettings.Load();
     categorySettings = FSSettings.CategorySettings;
 }
 public void Save()
 {
     FSSettings.CategorySettings = loadedFSCategorySettings;
     FSSettings.Save();
     EditorApplication.RepaintProjectWindow();
 }
 public void Setup()
 {
     FSSettings.Load();
     loadedFSCategorySettings = FSSettings.CategorySettings;
 }
Beispiel #9
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 public virtual void OnEnable()
 {
     target0 = target as FSShapeComponent;
     FSSettings.Load();
     categorySettings = FSSettings.CategorySettings;
 }
Beispiel #10
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 public void ResetFriction()
 {
     Friction = FSSettings.MixFriction(FixtureA.Friction, FixtureB.Friction);
 }
Beispiel #11
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 public void ResetRestitution()
 {
     Restitution = FSSettings.MixRestitution(FixtureA.Restitution, FixtureB.Restitution);
 }