// creating colliders and bulletobjects protected T CreateCollider <T>() where T : EntityCollider { // destroy old collider if (collider != null) { CollisionFactory.RemoveCollider(collider); } // create a variable EntityCollider col = null; if (typeof(T) == typeof(CircleCollider)) { // create collider col = new CircleCollider(transform, Vector2.Zero, 1f); collider = col; } else { Debug.ErrorLog("EntityCollider of type " + typeof(T) + " is not supported"); } // return as T return(col as T); }
public BulletObject(int bulletCount) { // create array bulletArr = new Bullet[bulletCount]; // create collider collider = new BulletObjectCollider(this); CollisionFactory.AddCollider(collider); }
public CollisionFactory() { // set singleton if (Singleton == null) { Singleton = this; } else { Debug.ErrorLog("CollisionFactory Singleton was not null"); } // setup various lists eCircleList = new List <CircleCollider>(); bObjectList = new List <BulletObjectCollider>(); }