public void SetPhysicsMatrix(PhysicsMatrix physicsMatrix) { f_physicsMatrix = physicsMatrix; for (int i = 0; i < m_physicsManagers.Count; ++i) { m_physicsManagers[i].SetPhysicsMatrix(physicsMatrix); } }
public virtual void SetPhysicsMatrix(PhysicsMatrix physicsMatrix) { f_physicsMatrix = physicsMatrix; //TODO ugly PrintData = new Dictionary <string, object>(); }
public override void SetPhysicsMatrix(PhysicsMatrix physicsMatrix) { base.SetPhysicsMatrix(physicsMatrix); int layers = physicsMatrix.Size; if (f_rigidbodies.Count > layers) { // Don't ask me what then happens to the rbs in there f_rigidbodies.RemoveRange(layers, f_rigidbodies.Count - layers); } while (f_rigidbodies.Count < layers) { f_rigidbodies.Add(new List <Rigidbody>()); } }