public bool CollideCheck <T, Exclude>() where T : Entity where Exclude : Entity { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Entities.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Entity type"); } else if (!Scene.Tracker.Entities.ContainsKey(typeof(Exclude))) { throw new Exception("Excluded type is an untracked Entity type!"); } #endif var exclude = Scene.Tracker.Entities[typeof(Exclude)]; foreach (var e in Scene.Tracker.Entities[typeof(T)]) { if (!exclude.Contains(e)) { if (Collide.Check(this, e)) { return(true); } } } return(false); }
public bool CollideCheck(BitTag tag, Vector2 at) { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene"); } #endif return(Collide.Check(this, Scene[tag], at)); }
public bool CollideCheck <T>() where T : Entity { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Entities.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Entity type"); } #endif return(Collide.Check(this, Scene.Tracker.Entities[typeof(T)])); }
public Entity CollideFirstOutside(BitTag tag, Vector2 at) { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene"); } #endif foreach (var entity in Scene[tag]) { if (!Collide.Check(this, entity) && Collide.Check(this, entity, at)) { return(entity); } } return(null); }
public bool CollideCheckOutside(int tag, Vector2 at) { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against a tag list when it is not a member of a Scene"); } #endif foreach (var entity in Scene[tag]) { if (!Collide.Check(this, entity) && Collide.Check(this, entity, at)) { return(true); } } return(false); }
public T CollideFirstOutsideByComponent <T>(Vector2 at) where T : Component { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Components.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Component type"); } #endif foreach (var component in Scene.Tracker.Components[typeof(T)]) { if (!Collide.Check(this, component.Entity) && Collide.Check(this, component.Entity, at)) { return(component as T); } } return(null); }
public bool CollideCheckOutside <T>(Vector2 at) where T : Entity { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Entities.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Entity type"); } #endif foreach (var entity in Scene.Tracker.Entities[typeof(T)]) { if (!Collide.Check(this, entity) && Collide.Check(this, entity, at)) { return(true); } } return(false); }
public bool CollideCheckByComponent <T>() where T : Component { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Entities.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Component type"); } #endif foreach (var c in Scene.Tracker.Components[typeof(T)]) { if (Collide.Check(this, c.Entity)) { return(true); } } return(false); }
public List <T> CollideAllByComponent <T>() where T : Component { #if DEBUG if (Scene == null) { throw new Exception("Can't collide check an Entity against tracked Entities when it is not a member of a Scene"); } else if (!Scene.Tracker.Components.ContainsKey(typeof(T))) { throw new Exception("Can't collide check an Entity against an untracked Component type"); } #endif List <T> list = new List <T>(); foreach (var component in Scene.Tracker.Components[typeof(T)]) { if (Collide.Check(this, component.Entity)) { list.Add(component as T); } } return(list); }
public bool CollideCheckOutside(Entity other, Vector2 at) { return(!Collide.Check(this, other) && Collide.Check(this, other, at)); }
public bool CollideCheck <T>(Vector2 at) where T : Entity { return(Collide.Check(this, Scene.Tracker.Entities[typeof(T)], at)); }
public bool CollideCheck(Entity other, Vector2 at) { return(Collide.Check(this, other, at)); }
public bool CollideCheck(Entity other) { return(Collide.Check(this, other)); }
public bool CollideCheck(CollidableComponent other, Vector2 at) { return(Collide.Check(this, other, at)); }
public bool CollideCheck(CollidableComponent other) { return(Collide.Check(this, other)); }