public static void Process() { CollisionPairManager pMan = CollisionPairManager.PrivGetInstance(); Debug.Assert(pMan != null); CollisionPair pPair = (CollisionPair)pMan.BaseGetActive(); Debug.Assert(pPair != null); while (pPair != null) { pMan.pCurrentCollisionPair = pPair; pPair.Process(); pPair = (CollisionPair)pPair.pNext; } }
public static void Process() { // get the singleton CollisionPairManager pInstance = CollisionPairManager.PrivGetInstance(); CollisionPair pColPair = (CollisionPair)pInstance.BaseGetActive(); while (pColPair != null) { // set the current active pInstance.pActiveColPair = pColPair; // do the check for a single pair pColPair.Process(); // advance to next pColPair = (CollisionPair)pColPair.GetNext(); } }
public static void Process() { // get the singleton CollisionPairManager pColPairMan = CollisionPairManager.pActiveMan; CollisionPair pColPair = (CollisionPair)pColPairMan.BaseGetActive(); while (pColPair != null) { // set the current active <--- Key concept: set this before CollisionPairManager.pActiveColPair = pColPair; // do the check for a single pair pColPair.Process(); // advance to next pColPair = (CollisionPair)pColPair.pNext; } }