free() public static method

pushes an item back on the stack
public static free ( List obj ) : void
obj List Object.
return void
Example #1
0
        /// <summary>
        /// moves the entity taking collisions into account
        /// </summary>
        /// <returns><c>true</c>, if move actor was newed, <c>false</c> otherwise.</returns>
        /// <param name="motion">Motion.</param>
        /// <param name="collisionResult">Collision result.</param>
        public bool move(Vector2 motion, out CollisionResult collisionResult)
        {
            collisionResult = new CollisionResult();

            // no collider? just move and forget about it
            if (entity.getComponent <Collider>() == null || _triggerHelper == null)
            {
                entity.transform.position += motion;
                return(false);
            }

            // 1. move all non-trigger Colliders and get closest collision
            var colliders = entity.getComponents <Collider>();

            for (var i = 0; i < colliders.Count; i++)
            {
                var collider = colliders[i];

                // skip triggers for now. we will revisit them after we move.
                if (collider.isTrigger)
                {
                    continue;
                }

                // fetch anything that we might collide with at our new position
                var bounds = collider.bounds;
                bounds.x += motion.X;
                bounds.y += motion.Y;
                var neighbors = Physics.boxcastBroadphaseExcludingSelf(
                    collider,
                    ref bounds,
                    collider.collidesWithLayers);

                foreach (var neighbor in neighbors)
                {
                    // skip triggers for now. we will revisit them after we move.
                    if (neighbor.isTrigger)
                    {
                        continue;
                    }

                    if (collider.collidesWith(neighbor, motion, out collisionResult))
                    {
                        // hit. back off our motion
                        motion -= collisionResult.minimumTranslationVector;
                    }
                }
            }

            ListPool <Collider> .free(colliders);

            // 2. move entity to its new position if we have a collision else move the full amount. motion is updated when a collision occurs
            entity.transform.position += motion;

            // 3. do an overlap check of all Colliders that are triggers with all broadphase colliders, triggers or not.
            // Any overlaps result in trigger events.
            _triggerHelper.update();

            return(collisionResult.collider != null);
        }
        /// <summary>
        /// caculates the movement modifying the motion vector to take into account any collisions that will
        /// occur when moving
        /// </summary>
        /// <returns><c>true</c>, if movement was calculated, <c>false</c> otherwise.</returns>
        /// <param name="motion">Motion.</param>
        /// <param name="collisionResult">Collision result.</param>
        public bool calculateMovement(ref Vector2 motion, out CollisionResult collisionResult)
        {
            collisionResult = new CollisionResult();

            // no collider? just move and forget about it
            if (entity.getComponent <Collider>() == null || _triggerHelper == null)
            {
                entity.transform.position += motion;
                return(false);
            }

            // 1. move all non-trigger Colliders and get closest collision
            var colliders = entity.getComponents <Collider>();

            for (var i = 0; i < colliders.Count; i++)
            {
                var collider = colliders[i];

                // skip triggers for now. we will revisit them after we move.
                if (collider.isTrigger)
                {
                    continue;
                }

                // fetch anything that we might collide with at our new position
                var bounds = collider.bounds;
                bounds.x += motion.X;
                bounds.y += motion.Y;
                var neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, ref bounds, collider.collidesWithLayers);

                foreach (var neighbor in neighbors)
                {
                    // skip triggers for now. we will revisit them after we move.
                    if (neighbor.isTrigger)
                    {
                        continue;
                    }

                    if (collider.collidesWith(neighbor, motion, out collisionResult))
                    {
                        // hit. back off our motion
                        motion -= collisionResult.minimumTranslationVector;
                    }
                }
            }
            ListPool <Collider> .free(colliders);

            return(collisionResult.collider != null);
        }
        /// <summary>
        /// update should be called AFTER Entity is moved. It will take care of any ITriggerListeners that the Collider overlaps.
        /// </summary>
        public void update()
        {
            // 3. do an overlap check of all entity.colliders that are triggers with all broadphase colliders, triggers or not.
            // Any overlaps result in trigger events.
            var colliders = _entity.getComponents <Collider>();

            for (var i = 0; i < colliders.Count; i++)
            {
                var collider = colliders[i];

                // fetch anything that we might collide with us at our new position
                var neighbors = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
                foreach (var neighbor in neighbors)
                {
                    // we need at least one of the colliders to be a trigger
                    if (!collider.isTrigger && !neighbor.isTrigger)
                    {
                        continue;
                    }

                    if (collider.overlaps(neighbor))
                    {
                        var pair = new Pair <Collider>(collider, neighbor);

                        // if we already have this pair in one of our sets (the previous or current trigger intersections) dont call the enter event
                        var shouldReportTriggerEvent = !_activeTriggerIntersections.Contains(pair) &&
                                                       !_previousTriggerIntersections.Contains(pair);
                        if (shouldReportTriggerEvent)
                        {
                            notifyTriggerListeners(pair, true);
                        }

                        _activeTriggerIntersections.Add(pair);
                    }
                    // overlaps
                }
                // end foreach
            }

            ListPool <Collider> .free(colliders);

            checkForExitedColliders();
        }