public CircularGravity2D() { _specialEffect = new SpecialEffect2D(); _gameobjectFilter = new CircularGravity.GameobjectFilter(); _tagFilter = new CircularGravity.TagFilter(); _layerFilter = new CircularGravity.LayerFilter(); _triggerAreaFilter = new TriggerAreaFilter2D(); _constraintProperties = new CircularGravity.ConstraintProperties(); _constraintProperties._gameobjectFilter = new CircularGravity.GameobjectFilter(); _constraintProperties._tagFilter = new CircularGravity.TagFilter(); _constraintProperties._layerFilter = new CircularGravity.LayerFilter(); _drawGravityProperties = new CircularGravity.DrawGravityProperties(); }
public CGF2D() { _specialEffect = new SpecialEffect2D(); _gameobjectFilter = new CGF.GameobjectFilter(); _tagFilter = new CGF.TagFilter(); _layerFilter = new CGF.LayerFilter(); _triggerAreaFilter = new TriggerAreaFilter2D(); _constraintProperties = new CGF.ConstraintProperties(); _constraintProperties._gameobjectFilter = new CGF.GameobjectFilter(); _constraintProperties._tagFilter = new CGF.TagFilter(); _constraintProperties._layerFilter = new CGF.LayerFilter(); _drawGravityProperties = new CGF.DrawGravityProperties(); _memoryProperties = new CGF.MemoryProperties(); }