Beispiel #1
0
        public static Physics2DObjectState GetObjectState(AttachObject obj)
        {
            Physics2DObjectState state;

            if (obj.state == null)
            {
                state     = new Physics2DObjectState();
                obj.state = state;
            }
            state = (Physics2DObjectState)obj.state;
            return(state);
        }
Beispiel #2
0
        public static void DestroyJoints(AttachObject obj)
        {
            Physics2DObjectState state = GetObjectState(obj);

            for (int i = 0; i < state.joints.Length; i++)
            {
                if (state.joints[i])
                {
                    GameObject.Destroy(state.joints[i]);
                    state.joints[i] = null;
                }
            }
        }
Beispiel #3
0
        // public static void UpdateAllJointDescriptionsFromParams(AttachObject jointed, AttachObject connected,
        //         AttachStrategyJointDescription2D[] jointDescriptions) {
        //     Physics2DObjectState jointedState = GetObjectState(jointed);
        //     Physics2DObjectState connectedState = GetObjectState(connected);
        //     int i = 0;
        //     foreach (AttachStrategyJointDescription2D jd in jointDescriptions) {
        //         UpdateJointDescriptionFromParams(jd, jointed, connected);
        //         // jd.ApplyAnchors(jointedState.joints[i]);
        //         // jd.ApplyLimits(jointedState.joints[i], jointed.gameObject, connected.rigidbody2D);
        //         i ++;
        //     }
        // }

        public static void CreateOrApplyAllJoints(AttachObject jointed, AttachObject connected,
                                                  AttachStrategyJointDescription2D[] jointDescriptions, AttachObject reference = null,
                                                  bool hideJointsInInspector = true)
        {
            Physics2DObjectState jointedState = GetObjectState(jointed);

            if (jointedState.joints == null || jointedState.joints.Length != jointDescriptions.Length)
            {
                jointedState.joints = new Joint2D[jointDescriptions.Length];
            }
            int i = 0;

            foreach (AttachStrategyJointDescription2D jd in jointDescriptions)
            {
                UpdateJointDescriptionFromParams(jd, jointed, connected, reference);
                jointedState.joints[i] = jd.CreateOrApply(jointed.rigidbody2D.gameObject, connected.rigidbody2D,
                                                          joint: jointedState.joints[i]);
                jointedState.joints[i].hideFlags = hideJointsInInspector ? HideFlags.HideInInspector : HideFlags.None;
                i++;
            }
        }