private void OnTriggerEnter2D(Collider2D other) { CircleGravity2D gravityRegion = other.gameObject.GetComponent <CircleGravity2D>(); if (gravityRegion != null && !_activeGravityRegions.ContainsKey( other.gameObject.GetInstanceID())) { _activeGravityRegions.Add(other.gameObject.GetInstanceID(), gravityRegion); } }
private void SetUpScene() { _gravityReceiverObject = new GameObject( "Gravity Receiver", new System.Type[] { typeof(Rigidbody2D), typeof(CircleCollider2D), typeof(SpacialGravityReceiver) }); _gravityReceiverObject.transform.position = new Vector3(0.0f, 100.0f, 0.0f); _rigidbody = _gravityReceiverObject.GetComponent <Rigidbody2D>(); _rigidbody.gravityScale = 0.0f; _rigidbody.drag = 0.0f; _rigidbody.mass = 1.0f; CircleCollider2D circleCollider = _gravityReceiverObject.GetComponent <CircleCollider2D>(); circleCollider.radius = 1.0f; SpacialGravityReceiver gravityReceiver = _gravityReceiverObject.GetComponent <SpacialGravityReceiver>(); _gravityPlanet0 = new GameObject("Planet 0", new System.Type[] { typeof(CircleCollider2D), typeof(CircleGravity2D) }); _gravityPlanet0.transform.position = (Vector3)_planet0Position; CircleCollider2D gravityRegion0 = _gravityPlanet0.GetComponent <CircleCollider2D>(); gravityRegion0.radius = 30.0f; CircleGravity2D gravity0 = _gravityPlanet0.GetComponent <CircleGravity2D>(); gravity0.mass = 1.0f; _gravityPlanet1 = new GameObject("Planet 1", new System.Type[] { typeof(CircleCollider2D), typeof(CircleGravity2D) }); _gravityPlanet1.transform.position = (Vector3)_planet1Position; CircleCollider2D gravityRegion1 = _gravityPlanet1.GetComponent <CircleCollider2D>(); gravityRegion1.radius = 30.0f; CircleGravity2D gravity1 = _gravityPlanet1.GetComponent <CircleGravity2D>(); gravity1.mass = 1.0f; }
private void SetUpScene() { _testObject = new GameObject("Test Object"); _gravityPlanet = new GameObject("Planet", new System.Type[] { typeof(CircleCollider2D), typeof(CircleGravity2D) }); _gravityPlanet.transform.position = (Vector3)_planetPosition; CircleCollider2D _gravityRegion = _gravityPlanet.GetComponent <CircleCollider2D>(); _gravityRegion.radius = 30.0f; _gravity = _gravityPlanet.GetComponent <CircleGravity2D>(); _gravity.mass = 1.0f; }