protected void Move(Vector2Int _delta) { Position += _delta; this.transform.rotation = Quaternion.LookRotation(Vector3.forward, new Vector2(_delta.x, _delta.y)); MovedObject?.Invoke(Position); }
public bool HasCollisions(MovedObject obj) { foreach (var scenicObject in scenicObjects) { if (scenicObject.Intersect(obj) && scenicObject.Type != 3) { if (scenicObject.Type == 1 && obj is Shot) { scenicForDeleted.Add(scenicObject); } return(true); } } //foreach (var panzerObject in panzerObjects) //{ // if (panzerObject.Intersect(obj) && panzerObject != obj) // { // return true; // } //} return(false); }