// Bomb Hit Shield public override void Visit(BombCol b) { // Bomb Hit Shield Brick --> visit children of Bombs GameObject BombChild = (GameObject)Iterator.GetChild(b); CollisionPair.Collide(BombChild, this); }
public override void Visit(BombCol a) { //Bomb Hit WallLeaf ---> Which Bomb GameObject BombChild = (GameObject)Iterator.GetChild(a); CollisionPair.Collide(BombChild, this); }
public override void Visit(BombCol b) { // Bomb Hit Ship ->Which ship GameObject ShipChild = (GameObject)Iterator.GetChild(this); CollisionPair.Collide(b, ShipChild); }
public static void InitializeBomb(float x, float y) { // get Bomb Group BombCol BCol = (BombCol)GameObjectMan.Find(0, 10).GameObj; // if bullet is in the object pool if (BCol.Reservedchildren.GetHead() != null) { _BombMan.Bomb = (BombLeaf)BCol.Reservedchildren.GetHead(); BCol.Reservedchildren.Remove(_BombMan.Bomb); UpdateBombPos(x, y); _BombMan.Bomb.ResetStrategy(); // next line is necessary PlayBatchMan.Find(BatchName.Box).Add(GetBomb().CollisionObj.Box); PlayBatchMan.Find(BatchName.Box).Add(BCol.CollisionObj.Box); } else // if bullet is not in the object pool. create new Bullet Obj { GetRandomBomb(); UpdateBombPos(x, y); } BCol.Add(GetBomb()); }
// Collision public override void Visit(BombCol b) { // Bomb Hit ShipLeaf ->Which Bomb GameObject BombChild = (GameObject)Iterator.GetChild(b); CollisionPair.Collide(BombChild, this); }
public override void Visit(BombCol a) { //Bomb Hit WallGroup ---> detect wich wall GameObject WallChildren = (GameObject)GetFirstChild(); CollisionPair.Collide(a, WallChildren); }
public static void KillAll() { BombCol BCol = (BombCol)GameObjectMan.Find(0, 10).GameObj; DLinkedNode Child = BCol.GetFirstChild(); while (Child != null) { // Kill all Child DLinkedNode NextChild = Child.Next; BCol.Remove((BombLeaf)Child); // Remove Box Obj PlayBatchMan.Find(BatchName.Box).Remove(((BombLeaf)Child).CollisionObj.Box); PlayBatchMan.Find(BatchName.Bombs).Remove(((BombLeaf)Child).GetProxy()); Child = NextChild; } }
public virtual void Visit(BombCol bombCol) { }