Esempio n. 1
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        public static CollisionResult WithAtPos( string[] types, ICollider collider, float x, float y )
        {
            foreach (var type in types) {

                HashSet<ICollider> colliders;
                typeCache.TryGetValue(type, out colliders);

                if (colliders != null) {
                    foreach (var col in colliders) {
                        // @TODO check center distances for optimisation? or full quadtree?
                        if (col.isActive() && col != collider) {
                            var intersect = collider.Intersect(col, x, y);

                            if (intersect.Intersect && (intersect.MinimumTranslation.x != 0 || intersect.MinimumTranslation.y != 0) )
                            {
                                return intersect;
                            }
                        }
                    }
                }
            }

            return new CollisionResult() {
                Intersect = false
            };
        }
Esempio n. 2
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        public override CollisionResult Intersect(ICollider col, float speedX, float speedY)
        {
            if (col is Hitbox) {
                var res = IntersectHitbox(col as Hitbox, speedX, speedY);

                return new CollisionResult() {
                    Intersect = res.Intersect,
                    MinimumTranslation = res.MinimumTranslation,
                    Collider = col,
                    CollisionObject = col.GetGameObject()
                };
            }

            if (col is Polybox) {
                var res = IntersectPolybox(col as Polybox, speedX, speedY);

                return new CollisionResult() {
                    Intersect = res.Intersect || res.WillIntersect,
                    MinimumTranslation = res.MinimumTranslation,
                    Collider = col,
                    CollisionObject = col.GetGameObject()
                };
            }

            Logging.Log("Collision type not supported for", this, col);

            return new CollisionResult() {
                Intersect = false
            };
        }
        public AGSCheckBox(string id, Resolver resolver) : base(id, resolver)
        {            
            _uIEvents = AddComponent<IUIEvents>();            
            _skinComponent = AddComponent<ISkinComponent>();            
            _hasRoom = AddComponent<IHasRoom>();            
            _animationContainer = AddComponent<IAnimationContainer>();            
            _inObjectTree = AddComponent<IInObjectTree>();            
            _collider = AddComponent<ICollider>();            
            _visibleComponent = AddComponent<IVisibleComponent>();            
            _enabledComponent = AddComponent<IEnabledComponent>();            
            _customProperties = AddComponent<ICustomPropertiesComponent>();            
            _drawableInfo = AddComponent<IDrawableInfo>();            
            _hotspotComponent = AddComponent<IHotspotComponent>();            
            _shaderComponent = AddComponent<IShaderComponent>();            
            _translateComponent = AddComponent<ITranslateComponent>();            
            _imageComponent = AddComponent<IImageComponent>();            
            _scaleComponent = AddComponent<IScaleComponent>();            
            _rotateComponent = AddComponent<IRotateComponent>();            
            _pixelPerfectComponent = AddComponent<IPixelPerfectComponent>();            
            _textComponent = AddComponent<ITextComponent>();            
            _checkboxComponent = AddComponent<ICheckboxComponent>();
			beforeInitComponents(resolver);            
			InitComponents();
            afterInitComponents(resolver);            
        }
        public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver)
        {            
            _hasRoom = AddComponent<IHasRoom>();            
            _animationContainer = AddComponent<IAnimationContainer>();            
            _inObjectTree = AddComponent<IInObjectTree>();            
            _collider = AddComponent<ICollider>();            
            _visibleComponent = AddComponent<IVisibleComponent>();            
            _enabledComponent = AddComponent<IEnabledComponent>();            
            _customProperties = AddComponent<ICustomPropertiesComponent>();            
            _drawableInfo = AddComponent<IDrawableInfo>();            
            _hotspotComponent = AddComponent<IHotspotComponent>();            
            _shaderComponent = AddComponent<IShaderComponent>();            
            _transformComponent = AddComponent<ITranslateComponent>();            
            _imageComponent = AddComponent<IImageComponent>();            
            _scaleComponent = AddComponent<IScaleComponent>();            
            _rotateComponent = AddComponent<IRotateComponent>();            
            _pixelPerfectComponent = AddComponent<IPixelPerfectComponent>();            
            _faceDirectionBehavior = AddComponent<IFaceDirectionBehavior>();            
            _hasOutfit = AddComponent<IHasOutfit>();            
            _hasInventory = AddComponent<IHasInventory>();            
            _followBehavior = AddComponent<IFollowBehavior>();
			beforeInitComponents(resolver, outfit);            
			InitComponents();
            afterInitComponents(resolver, outfit);            
        }
Esempio n. 5
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		public override void Init(IEntity entity)
		{
			base.Init(entity);
			_collider = entity.GetComponent<ICollider>();
			_drawableInfo = entity.GetComponent<IDrawableInfo>();
			_tree = entity.GetComponent<IInObjectTree>();
			_visible = entity.GetComponent<IVisibleComponent>();
			_enabled = entity.GetComponent<IEnabledComponent>();
			_gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute);
		} 
Esempio n. 6
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        public static void UnassignFromType(ICollider col, string type)
        {
            HashSet<ICollider> colliders;

            typeCache.TryGetValue(type, out colliders);

            if (colliders == null) {
                    colliders = new HashSet<ICollider>();
                    typeCache.Add(type, colliders);
            }

            colliders.Remove(col);
        }
        /// <summary>
        /// Devuelve si hay o no colisión entre dos nodos del grafo de escena 
        /// que tengan un collider asociado
        /// </summary>
        /// <param name="vector">vector</param>
        /// <returns>longitud del vector</returns>
        public static bool Collision(ICollider lhs, ICollider rhs)
        {
            Collider colliderL = lhs.GetCollider();
            Collider colliderR = rhs.GetCollider();

            // los dos collider son rectangulos
            if (colliderL.IsCircle == false && colliderR.IsCircle ==  false)
                return ((ColliderRect)colliderL).Intersects(((ColliderRect)colliderR));
            // TODO: interseccion entre otros colliders
            //else if (colliderL.IsCircle && colliderR.IsCircle)    // los dos son círculos
            //    return colliderL.Circle.Intersects(colliderL.Circle);
            //else if (!colliderL.IsCircle && colliderR.IsCircle)
            //    return colliderR.Circle.Intersects(colliderL.Rectangle);
            //else
            //    return colliderL.Circle.Intersects(colliderR.Rectangle);

            return false;

        }
Esempio n. 8
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        public RaycastHit(Vector3 point,
		                  Vector3 normal,
		                  Vector3 barycentricCoordinate,
		                  float distance,
		                  int triangleIndex,
		                  Vector2 textureCoord,
		                  Vector2 textureCoord2,
		                  Vector2 lightmapCoord,
		                  IGameObject hit,
		                  ICollider collider)
            : this()
        {
            this.point = point;
            this.normal = normal;
            this.barycentricCoordinate = barycentricCoordinate;
            this.distance = distance;
            this.triangleIndex = triangleIndex;
            this.textureCoord = textureCoord;
            this.textureCoord2 = textureCoord2;
            this.lightmapCoord = lightmapCoord;
            this.hit = hit;
            this.collider = collider;
        }
 public bool CanCollideWith(ICollider collider)
 {
     return(collider is BallData);
 }
Esempio n. 10
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 /// <summary>
 /// Registers a new collider with the component.  Will check to be
 /// sure the collider isn't already on the list.
 /// </summary>
 /// <param name="collider">The collider to add</param>
 void ICollisionService.RegisterCollider(ICollider collider)
 {
     //Check if the collider has been previously registered
     if (!(_allColliders.Contains(collider)))
         _allColliders.Add(collider);
 }
Esempio n. 11
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 public Color ProcessCollision(HRender render, ICollider collider, HRay ray)
 {
     return(Shader(render, collider, ray));
 }
Esempio n. 12
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 public override void Setter(ICollider target, in RectF bounds)
 public void HandleUsableItemCollision(ICollider collider)
 {
 }
 public void HandleDoorCollision(ICollider collider)
 {
 }
Esempio n. 15
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 public virtual CollisionResult Intersect(ICollider col, float speedX, float speedY)
 {
     return new CollisionResult() {
         Intersect = false
     };
 }
Esempio n. 16
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        private bool DiscreteCD(ICollider[] obj1Colliders,Vector3 obj1Pos, ICollider obj2Collider, Vector3 obj2Pos)
        {
            bool collision = false;
            //Get obj2 colliders center pos in world cords not objectCord
            Vector3 obj2colliderPos = obj2Collider.m_Centre.ReturnAddVector(obj2Pos);

            foreach (ICollider obj1Collider in obj1Colliders)
            {
                //Get obj1 colliders center pos in world cords not objectCord
                Vector3 obj1colliderPos = obj1Collider.m_Centre.ReturnAddVector(obj1Pos);

                if (obj1Collider.m_Size!=null)
                {
                    //two boxes
                    if (obj2Collider.m_Size!=null)
                    {
                        return BoxBoxCollision(obj1colliderPos, obj1Collider.m_Size, obj2colliderPos, obj2Collider.m_Size);
                    }

                    // box and sphere
                    else if (obj2Collider.m_Radius.HasValue)
                    {
                        return SphereBoxCollision(obj1colliderPos, obj2Collider.m_Radius.Value, obj1colliderPos, obj2Collider.m_Size);
                    }
                }

                else if (obj1Collider.m_Radius.HasValue)
                {
                    //sphere and box
                    if (obj2Collider.m_Size!=null)
                    {
                        return SphereBoxCollision(obj1colliderPos, obj1Collider.m_Radius.Value, obj2colliderPos, obj2Collider.m_Size);
                    }
                    //Two spheres
                    else if (obj2Collider.m_Radius.HasValue)
                    {
                        return SphereSphereCollision(obj1colliderPos, obj1Collider.m_Radius.Value, obj2colliderPos, obj2Collider.m_Radius.Value);
                    }
                }

            }
            return collision;
        }
Esempio n. 17
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 /// <summary>
 /// Removes a collider from the list of registered colliders.
 /// </summary>
 /// <param name="collider">The collider to remove</param>
 void ICollisionService.DeregisterCollider(ICollider collider)
 {
     _allColliders.Remove(collider);
 }
Esempio n. 18
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 /// <summary>
 /// Checks two objects to see if a collision has occured
 /// </summary>
 /// <param name="obj1">First ICollider object</param>
 /// <param name="obj2">Second ICollider object</param>
 /// <returns>True if a collision has occured, false otherwise</returns>
 bool ICollisionService.CheckCollision(ICollider obj1, ICollider obj2)
 {
     return this.CheckCollision(obj1, obj2);
 }
Esempio n. 19
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 public static CollisionResult WithAtPos( string type, ICollider collider, float x, float y )
 {
     return WithAtPos (new string[] {type}, collider, x, y);
 }
Esempio n. 20
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 public static CollisionResult With(string[] types, ICollider collider )
 {
     return WithAtPos (types, collider, collider.GetPosition().x, collider.GetPosition().y);
 }
Esempio n. 21
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 public static CollisionResult With(string type, ICollider collider )
 {
     return WithAtPos (new string[] {type}, collider, collider.GetPosition().x, collider.GetPosition().y);
 }
Esempio n. 22
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 private void HandleGenericCollision(ICollider collider)
 {
 }
Esempio n. 23
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 public void BindCollider(ICollider collider)
 {
     _collider = collider;
 }
Esempio n. 24
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 public void HandleEnemyCollision(ICollider collider)
 {
 }
Esempio n. 25
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        /// <summary>
        /// Checks two objects to see if a collision has occured
        /// </summary>
        /// <param name="obj1">First ICollider object</param>
        /// <param name="obj2">Second ICollider object</param>
        /// <returns>True if a collision has occured, false otherwise</returns>
        public bool CheckCollision(ICollider obj1, ICollider obj2)
        {
            //If either object is not collidable return false
            if (!(obj1.IsColliable && obj2.IsColliable))
                return false;

            if (obj1.CollideType == ColliderType.Circle)
            {
                if (obj2.CollideType == ColliderType.Circle)
                {
                    //A collision occurs if the distance between the two centers is less than
                    //the sum of their radii
                    return (Vector2.Distance(obj1.Center, obj2.Center) < (obj1.Norm + obj2.Norm));
                }
            }

            //Default value
            return false;
        }
 public void HandlePickupItemCollision(ICollider collider)
 {
 }
 //On collision with a game object
 public override void OnCollision(ICollisionEventHandler otherCollisionHandler, ICollider otherCollider)
 {
 }
 public void HandleSwordCollision(ICollider collider)
 {
 }
Esempio n. 29
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 public void Shooting(MilitaryUnit sender, ICollider shootingAt, GameTime gametime)
 {
     mBehavior.Shooting(sender, shootingAt, gametime);
 }
 public void HandleWallCollision(ICollider collider)
 {
     HandleGenericCollision(collider);
 }
Esempio n. 31
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 private void SetAttackTarget(ICollider attackPosition)
 {
     mShouldAttack   = true;
     mAttackPosition = attackPosition;
 }
Esempio n. 32
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 public void OnCollide(ICollider collider)
 {
     Collide?.Invoke(new ColliderEventArgs {
         Collider = collider
     });
 }
Esempio n. 33
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 //Whether this collider is colliding with the given collider
 abstract public bool CollidingWith(ICollider otherCollider);
 public VertexCollider(Vector2 position, ICollider parent)
 {
     this.position = position;
     this.parent   = parent;
 }
Esempio n. 35
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 public void CollisionWith(ICollider other)
 {
 }
Esempio n. 36
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 /// <summary>
 /// Devuelve un par ordenado, es decir, el nodo con HashID más bajo delente
 /// </summary>
 /// <param name="lhs">Primer Collider</param>
 /// <param name="rhs">Segundo Collider</param>
 /// <returns>un objeto tipo pair de SceneNode ordenados</returns>
 public static Tuple<Scenes.SceneNode,Scenes.SceneNode> GetSortedPair(ICollider lhs, ICollider rhs) 
 {
     return (lhs.GetHashCode() > rhs.GetHashCode()) ? 
         new Tuple<Scenes.SceneNode, Scenes.SceneNode>((Scenes.SceneNode)rhs, (Scenes.SceneNode)lhs) : 
         new Tuple<Scenes.SceneNode, Scenes.SceneNode>((Scenes.SceneNode)lhs, (Scenes.SceneNode)rhs);
 }
Esempio n. 37
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        public override CollisionResult Intersect(ICollider col, float speedX, float speedY)
        {
            if (col is Hitbox) {
                return IntersectHitbox(col as Hitbox, speedX, speedY);
            }

            if (col is Polybox) {
                return IntersectPolybox(col as Polybox, speedX, speedY);
            }

            Logging.Log("Collision type not supported for", this, col);

            return new CollisionResult() {
                Intersect = false
            };
        }
Esempio n. 38
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 public bool IsCollidableCase(ICollider collider, int i, int j) => IsCollidableCaseDelegate(collider, Grid[i, j]);
Esempio n. 39
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 public void AddDynamicCollider(IDynamic dynamic, ICollider col)  //dynamic is a separate interface //adds a dynamic collider to the scene
 {
     colliderList.Add(col);
     dynamicList.Add(dynamic);
 }
Esempio n. 40
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        private void AddCollider(RigidActor actor, ICollider collider)
        {
            if (collider is AggregateCollider agg)
            {
                foreach (var c in agg.ColliderComponents)
                {
                    AddCollider(actor, c);
                }
            }
            else if (collider is TriangleMeshCollider triCollider)
            {
                var desc = triCollider.GetDescriptor(GetMaterialIndices);

                // Avoiding offline cook path for now because
                //   1. Comments in Physx.Net imply memory leak using streams
                //   2. I don't want to deal with disk caching cooks yet
                var finalMesh = this.physxPhysics.CreateTriangleMesh(cooker, desc);

                var meshGeom = new TriangleMeshGeometry(finalMesh);

                RigidActorExt.CreateExclusiveShape(actor, meshGeom, globalMaterials, null);
            }
            else if (collider is TriangleModelCollider triModelCollider)
            {
                foreach (var mesh in triModelCollider.MeshColliders)
                {
                    var desc = mesh.GetDescriptor(GetMaterialIndices);

                    // Avoiding offline cook path for now because
                    //   1. Comments in Physx.Net imply memory leak using streams
                    //   2. I don't want to deal with disk caching cooks yet
                    var finalMesh = this.physxPhysics.CreateTriangleMesh(cooker, desc);

                    var meshGeom = new TriangleMeshGeometry(finalMesh);

                    RigidActorExt.CreateExclusiveShape(actor, meshGeom, globalMaterials, null);
                }
            }
            else if (collider is IVertexBasedCollider vertCollider)
            {
                var desc = new ConvexMeshDesc()
                {
                    Flags = ConvexFlag.ComputeConvex
                };
                desc.SetPositions(vertCollider.GetTransformedVertices());
                var mesh = this.physxPhysics.CreateConvexMesh(this.cooker, desc);
                var geom = new ConvexMeshGeometry(mesh);
                var mat  = this.GetOrCreateMaterial(vertCollider.PhysicsMaterial);
                // TODO: re-use shared shapes instead of creating exclusive
                RigidActorExt.CreateExclusiveShape(actor, geom, mat);
            }
            else if (collider is ConvexModelCollider modelCollider)
            {
                foreach (var verts in modelCollider.Meshes)
                {
                    var desc = new ConvexMeshDesc()
                    {
                        Flags = ConvexFlag.ComputeConvex
                    };
                    desc.SetPositions(verts);
                    var mesh = this.physxPhysics.CreateConvexMesh(this.cooker, desc);
                    var geom = new ConvexMeshGeometry(mesh);
                    var mat  = this.GetOrCreateMaterial(modelCollider.PhysicsMaterial);
                    // TODO: re-use shared shapes instead of creating exclusive
                    RigidActorExt.CreateExclusiveShape(actor, geom, mat);
                }
            }
        }
Esempio n. 41
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 public Item(ICollider c, Velocity2 v)
 {
     Collider = c;
     Velocity = v;
 }
Esempio n. 42
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        public void Shooting(MilitaryUnit sender, ICollider shootingAt, GameTime gametime)
        {
            if (shootingAt == null)
            {
                return;
            }

            // make sure to active the AI if it wasn't already because something is shooting
            // (either getting shot at or shooting at smth)
            if (!mActive)
            {
                mActive = true;
            }

            // now check whether your units fired or you get attacked by the enemy, we don't really need to do anything if
            // we're not the ones shooting

            var asEnemy = sender as EnemyUnit;

            if (asEnemy == null)
            {
                return;
            }

            var senderAsFast  = sender as EnemyFast;
            var senderAsHeavy = sender as EnemyHeavy;

            var targetAsPlatform = shootingAt as PlatformBlank;

            if (senderAsFast != null)
            {
                // the one who shot was a scouting unit, make sure to retreat ASAP
                Retreat(senderAsFast, EEnemyType.Scout, gametime);

                // at this point we know that our scout attacked an enemy platform
                if (targetAsPlatform != null)
                {
                    // make sure to not attack the center, since then the unit wouldn't even move there since there's collision.
                    // this basically sets the position to attack for the AI if it decides to attack.
                    SetAttackTarget(targetAsPlatform);
                }

                return;
            }

            if (senderAsHeavy != null)
            {
                // a defending unit shot, thus move (currently all) defending units to where this happened
                var allDefendings = GetPrioritiyQueueByEnemyType(EEnemyType.Defend).ToList();

                // make a temporary flocking group to reduce stress
                foreach (var defending in allDefendings)
                {
                    if (mIsCurrentlyMoving[defending.GetObject()])
                    {
                        continue;
                    }

                    if (!mUnitToFlockingGroup.ContainsKey(defending.GetObject()))
                    {
                        mUnitToFlockingGroup[defending.GetObject()] = mDirector.GetMilitaryManager.GetNewFlock();
                        mUnitToFlockingGroup[defending.GetObject()].AssignUnit(defending.GetObject());
                    }

                    mUnitToFlockingGroup[defending.GetObject()].FindPath(shootingAt.Center);
                }
                SetAttackTarget(shootingAt);
                return;
            }

            // now the unit is defintely an attacking one, make sure to retreat once the target is destroyed.

            if (shootingAt.Health > 0)
            {
                SetAttackTarget(shootingAt);

                return;
            }

            mShouldAttack = false;
            Retreat(asEnemy, EEnemyType.Attack, gametime);
        }
 public NPCCollisionHandler(INPC npc, float colliderWidth, float colliderHeight, float offsetX, float offsetY)
 {
     this.npc = npc;
     Collider = new BoxCollider(npc, colliderWidth, colliderHeight, offsetX, offsetY);
 }
Esempio n. 44
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        //Whether this collider is colliding with the given collider
        public override bool CollidingWith(ICollider otherCollider)
        {
            //The result
            bool result = false;

            //Get the bounds of this box
            double maximumX = position.x + size.x / 2;
            double maximumY = position.y + size.y / 2;
            double minimumX = position.x - size.x / 2;
            double minimumY = position.y - size.y / 2;

            //The other collider extracted as a box collider
            BoxCollider otherBoxCollider;

            //The other collider extracted as a circle collider
            CircleCollider otherCircleCollider;

            //If the other collider is a box collider
            if (otherCollider is BoxCollider)
            {
                //Get the other collider as a box collider
                otherBoxCollider = (BoxCollider)otherCollider;

                //Get the bounds of the other box
                double maximumOtherX = otherBoxCollider.position.x + otherBoxCollider.size.x / 2;
                double maximumOtherY = otherBoxCollider.position.y + otherBoxCollider.size.y / 2;
                double minimumOtherX = otherBoxCollider.position.x - otherBoxCollider.size.x / 2;
                double minimumOtherY = otherBoxCollider.position.y - otherBoxCollider.size.y / 2;

                //If x intervals are intersecting
                if (maximumX > minimumOtherX && minimumX < maximumOtherX)
                {
                    //If y intervals are intersecting
                    if (maximumY > minimumOtherY && minimumY < maximumOtherY)
                    {
                        //Mark as colliding
                        result = true;
                    }
                }
            }

            else if (otherCollider is CircleCollider)
            {
                //Get the other colllider as a circle collider
                otherCircleCollider = (CircleCollider)otherCollider;

                //Get the circle's position
                Vector2 circlePosition = otherCircleCollider.Position;

                //If circle's center is diagonal to this collider
                if ((circlePosition.x < minimumX || circlePosition.x > maximumX) && (circlePosition.y < minimumY || circlePosition.y > maximumY))
                {
                    //Get the squared radius of the circle collider
                    double radiusSquared = otherCircleCollider.Radius * otherCircleCollider.Radius;

                    //Get the four corners of the box
                    Vector2 upperLeft  = new Vector2(minimumX, minimumY);
                    Vector2 upperRight = new Vector2(maximumX, minimumY);
                    Vector2 lowerLeft  = new Vector2(minimumX, maximumY);
                    Vector2 lowerRight = new Vector2(maximumX, maximumY);

                    //Get the corner's distances to the circle
                    double distanceUpperLeftSquared  = otherCircleCollider.Position.distanceToSquared(upperLeft);
                    double distanceUpperRightSquared = otherCircleCollider.Position.distanceToSquared(upperRight);
                    double distanceLowerLeftSquared  = otherCircleCollider.Position.distanceToSquared(lowerLeft);
                    double distanceLowerRightSquared = otherCircleCollider.Position.distanceToSquared(lowerRight);

                    //If any of the corners are within range
                    if (distanceUpperLeftSquared < radiusSquared)
                    {
                        //Mark as colliding
                        result = true;
                    }

                    else if (distanceUpperRightSquared < radiusSquared)
                    {
                        //Mark as colliding
                        result = true;
                    }

                    else if (distanceLowerLeftSquared < radiusSquared)
                    {
                        //Mark as colliding
                        result = true;
                    }

                    else if (distanceLowerRightSquared < radiusSquared)
                    {
                        //Mark as colliding
                        result = true;
                    }
                }

                //If circle's center is lateral to this collider
                else
                {
                    //Get the bounding box of the circle
                    BoxCollider bounds = otherCircleCollider.bounds;

                    //If colliding with bounding box
                    if (CollidingWith(bounds))
                    {
                        //Mark as colliding
                        result = true;
                    }
                }
            }

            //Return result
            return(result);
        }
 public void HandleBlockCollision(ICollider collider)
 {
     HandleGenericCollision(collider);
 }
Esempio n. 46
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 public DoorCollisionHandler(IGameObject doors, float colliderWidth, float colliderHeight, float offsetX, float offsetY)
 {
     this.door = doors;
     Collider  = new BoxCollider(doors, colliderWidth, colliderHeight, offsetX, offsetY);
 }
 public void HandleEnemyCollision(ICollider collider)
 {
     // Should enemies collide with eachother?
 }
Esempio n. 48
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 public void HandleBlockCollision(ICollider collider)
 {
 }
 public void HandlePlayerCollision(ICollider collider)
 {
     HandleGenericCollision(collider);
 }
Esempio n. 50
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 public void HandlePlayerCollision(ICollider collider)
 {
 }
Esempio n. 51
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        private bool ContinuousCD(ICollider[] obj1Colliders, Vector3 obj1Pos, ICollider obj2Collider, Vector3 obj2Pos)
        {
            bool collision = false;

            return collision;
        }