public void Init(BodyComponent bodyComponent, int side)
    {
        this.bodyComponent = bodyComponent;
        this.side = side;

        //this.transform.position = this.bodyComponent.transform.position;
        this.transform.parent = this.bodyComponent.transform;
        this.transform.localPosition = Vector3.zero;

        Vector3 pos = this.transform.position;
        //float scale = this.bodyComponent.GetScale ();
        //float offset = scale / 2;
        float offset = this.bodyComponent.transform.localScale.x / 2.0f;

        switch (this.side) {
        case 0:
            pos.y -= offset;
            break;
        case 5:
            pos.y += offset;
            break;
        case 1:
            pos.x -= offset;
            break;
        case 4:
            pos.x += offset;
            break;
        case 2:
            pos.z -= offset;
            break;
        case 3:
            pos.z += offset;
            break;
        }

        this.transform.position = pos;
    }
Exemple #2
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        public static Entity AddComponent(this Entity entity, DrawableComponent drawableComponent, BodyComponent bodyComponent)
        {
            if (drawableComponent == null || bodyComponent == null)
            {
                throw new ArgumentNullException($"Argument {nameof(drawableComponent)} or {nameof(bodyComponent)} can't be null!");
            }

            // This is necessary because Aether.Physics2D works better with negative Y gravity.
            // See samples: https://github.com/tainicom/Aether.Physics2D/tree/master/Samples
            drawableComponent.DrawInUICamera = false;
            entity.AddComponent(drawableComponent).AddComponent(bodyComponent);

            return(entity);
        }