public C_Collider_Circle( string colliderName, Vector2 offsetPosition, int radius, eCollitionType collisionType = eCollitionType.Through, bool isLocal = true ) : base(colliderName, offsetPosition, radius, collisionType, eCollitionForm.Circle, isLocal) { drawEntity = Entity.CreateEntity("Empty", "Empty", new Transform2D()); InitializeCollision(); }
public C_Collider_Line( string colliderName, Vector2 Position1, Vector2 Position2, eCollitionType collisionType = eCollitionType.Through, bool isLocal = false ) : base(colliderName, Vector2.Zero, 0, collisionType, eCollitionForm.Line, isLocal) { this.Position1 = Position1; this.Position2 = Position2; centerPosition = (Position1 + Position2) / 2; drawEntity = Entity.CreateEntity("Empty", "Empty", new Transform2D()); InitializeCollision(); }
public ColliderComponent( string colliderName, Vector2 offsetPosition, int radius = 0, eCollitionType collisionType = eCollitionType.Through, eCollitionForm collisionForm = eCollitionForm.Circle, bool isLocal = true ) { this.colliderName = colliderName; this.offsetPosition = offsetPosition; this.radius = radius; this.collisionType = collisionType; this.collisionForm = collisionForm; this.isLocal = isLocal; results = new List <ColliderResult>(); points = new List <Vector2>(); InitializeCollision(); }