Example #1
0
 void _sliding(FBActor actor, Fix64 deltaTime)
 {
     actor._updateDirectionByVelocity();
     actor.m_timer -= deltaTime;
     if (actor.m_timer <= Fix64.Zero)
     {
         actor.m_particle.velocity = FixVector2.kZero;
         actor.m_stateSubState     = (int)SubState.kWaiting;
         actor.m_timer             = actor.m_configuration.st_waitingTime;
         actor.ignoreCollision     = false;
         actor.sliding             = false;
         //actor.world.onSlidingWaiting(actor, actor.m_timer);
         actor.m_slidingTargets.Clear();
     }
     else
     {
         actor.m_particle.velocity = actor.m_stateVector * actor.m_timer;
     }
 }