public IShieldQueryWithIntersects Intersects(Vector3 position, bool invert = false) { return(ShieldQueryUtils.Intersects(Shields, position, _map, invert)); }
public IShieldQueryWithIntersects Intersects(Vector3 start, Vector3 end, bool invert = false) { return(ShieldQueryUtils.Intersects(Shields, start, end, _map, invert)); }
public IShieldQueryWithIntersects HostileTo(Faction faction, bool invert = false) { return(new ShieldQueryWithIntersects( _elements.Where(e => ShieldQueryUtils.HostileTo(e.First, faction, invert)), _map)); }
public IShieldQueryWithIntersects IsActive(bool isActive = true) { return(new ShieldQueryWithIntersects( _elements.Where(e => ShieldQueryUtils.IsActive(e.First, isActive)), _map)); }
public IShieldQuery HostileTo(Faction faction, bool invert = false) { return(new FieldQuery(_shields.Where(shield => ShieldQueryUtils.HostileTo(shield, faction, invert)), _map)); }
public IShieldQuery IsActive(bool isActive = true) { return(new FieldQuery(_shields.Where(shield => ShieldQueryUtils.IsActive(shield, isActive)), _map)); }