public void SetFlag(ColliderInfo.Flags f, bool b)
 {
     if (b)
     {
         this.flags |= f;
         return;
     }
     this.flags &= ~f;
 }
 public void SetFlag(ColliderInfo.Flags f, bool b)
 {
     if (b)
     {
         this.flags |= f;
     }
     else
     {
         this.flags &= ~f;
     }
 }
 private static bool CheckFlags(List <Collider> list, ColliderInfo.Flags ignore)
 {
     for (int index = 0; index < list.Count; ++index)
     {
         ColliderInfo component = (ColliderInfo)((Component)list[index]).get_gameObject().GetComponent <ColliderInfo>();
         if (Object.op_Equality((Object)component, (Object)null) || !component.HasFlag(ignore))
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #4
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    public static bool CheckOBB(OBB obb, int layerMask, ColliderInfo.Flags ignore)
    {
        if ((int)ignore == 0)
        {
            return(GamePhysics.CheckOBB(obb, layerMask, QueryTriggerInteraction.UseGlobal));
        }
        List <Collider> list = Pool.GetList <Collider>();

        GamePhysics.OverlapOBB(obb, list, layerMask, QueryTriggerInteraction.Ignore);
        bool flag = DeployVolume.CheckFlags(list, ignore);

        Pool.FreeList <Collider>(ref list);
        return(flag);
    }
Exemple #5
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    public static bool CheckSphere(Vector3 pos, float radius, int layerMask, ColliderInfo.Flags ignore)
    {
        if ((int)ignore == 0)
        {
            return(GamePhysics.CheckSphere(pos, radius, layerMask, QueryTriggerInteraction.UseGlobal));
        }
        List <Collider> list = Pool.GetList <Collider>();

        GamePhysics.OverlapSphere(pos, radius, list, layerMask, QueryTriggerInteraction.Ignore);
        bool flag = DeployVolume.CheckFlags(list, ignore);

        Pool.FreeList <Collider>(ref list);
        return(flag);
    }
    public static bool CheckOBB(OBB obb, int layerMask, ColliderInfo.Flags ignore)
    {
        if (ignore == (ColliderInfo.Flags) 0)
        {
            return(GamePhysics.CheckOBB(obb, layerMask, (QueryTriggerInteraction)0));
        }
        List <Collider> list = (List <Collider>)Pool.GetList <Collider>();

        GamePhysics.OverlapOBB(obb, list, layerMask, (QueryTriggerInteraction)1);
        int num = DeployVolume.CheckFlags(list, ignore) ? 1 : 0;

        // ISSUE: cast to a reference type
        Pool.FreeList <Collider>((List <M0>&) ref list);
        return(num != 0);
    }
Exemple #7
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 private static bool CheckFlags(List <Collider> list, ColliderInfo.Flags ignore)
 {
     for (int i = 0; i < list.Count; i++)
     {
         ColliderInfo component = list[i].gameObject.GetComponent <ColliderInfo>();
         if (component == null)
         {
             return(true);
         }
         if (!component.HasFlag(ignore))
         {
             return(true);
         }
     }
     return(false);
 }
    public static bool CheckCapsule(
        Vector3 start,
        Vector3 end,
        float radius,
        int layerMask,
        ColliderInfo.Flags ignore)
    {
        if (ignore == (ColliderInfo.Flags) 0)
        {
            return(GamePhysics.CheckCapsule(start, end, radius, layerMask, (QueryTriggerInteraction)0));
        }
        List <Collider> list = (List <Collider>)Pool.GetList <Collider>();

        GamePhysics.OverlapCapsule(start, end, radius, list, layerMask, (QueryTriggerInteraction)1);
        int num = DeployVolume.CheckFlags(list, ignore) ? 1 : 0;

        // ISSUE: cast to a reference type
        Pool.FreeList <Collider>((List <M0>&) ref list);
        return(num != 0);
    }
 public bool HasFlag(ColliderInfo.Flags f)
 {
     return((this.flags & f) == f);
 }