public bool Guilty(CollisionCase c)
 {
     if (!c.Offender.IsControllable) return false;
     var vec = world.Engine.GetAbsoluteLocation(c.Victim.ObjectId) - world.Engine.GetAbsoluteLocation(c.Offender.ControlledObjectId);
     var velocity = world.Engine.GetSpeed(c.Offender.ControlledObjectId);
     return vec.X * velocity.X + vec.Y * velocity.Y > 0;
 }
Exemple #2
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        public bool Guilty(CollisionCase c)
        {
            if (!c.Offender.IsControllable)
            {
                return(false);
            }
            var engine   = world.GetEngine <ICommonEngine>();
            var vec      = engine.GetAbsoluteLocation(c.Victim.ObjectId) - engine.GetAbsoluteLocation(c.Offender.ControlledObjectId);
            var velocity = engine.GetSpeed(c.Offender.ControlledObjectId);

            return(vec.X * velocity.X + vec.Y * velocity.Y > 0);
        }