Esempio n. 1
0
        public virtual bool Detach(bool updateGroup = true, bool reattach = true)
        {
            if (m_constraint == null)
            {
                return(false);
            }

            Debug.Assert(m_constraint != null);
            Debug.Assert(m_rotorGrid != null);
            Debug.Assert(m_rotorBlock != null);

            var tmpRotorGrid = m_rotorGrid;

            CubeGrid.Physics.RemoveConstraint(m_constraint);
            m_constraint.Dispose();
            m_constraint = null;
            m_rotorGrid  = null;
            if (m_rotorBlock != null)
            {
                m_rotorBlock.Detach();
            }
            m_rotorBlock = null;
            // The following line is commented out on purpose! If you move the motor between grids (e.g. after splitting),
            // you have to remember the attached rotor somehow. This rotorBlockId is how it's remembered.
            //m_rotorBlockId = 0;

            if (updateGroup)
            {
                OnConstraintRemoved(GridLinkTypeEnum.Physical, tmpRotorGrid);
                OnConstraintRemoved(GridLinkTypeEnum.Logical, tmpRotorGrid);
            }

            if (reattach)
            {
                // Try to reattach, if the block will still live next frame. This fixes missing attachments when splitting grids
                NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME;
            }
            if (tmpRotorGrid != null)
            {
                tmpRotorGrid.OnPhysicsChanged -= cubeGrid_OnPhysicsChanged;
            }
            return(true);
        }
Esempio n. 2
0
        public virtual bool Detach(bool updateGroup = true)
        {
            if (m_isWelding == false)
            {
                UnweldGroup();
            }

            var tmpRotorGrid = m_rotorGrid;

            if (updateGroup)
            {
                OnConstraintRemoved(GridLinkTypeEnum.Physical, tmpRotorGrid);
                OnConstraintRemoved(GridLinkTypeEnum.Logical, tmpRotorGrid);
            }

            if (m_constraint == null)
            {
                return(false);
            }

            Debug.Assert(m_constraint != null);
            Debug.Assert(m_rotorGrid != null);
            Debug.Assert(m_rotorBlock != null);


            CubeGrid.Physics.RemoveConstraint(m_constraint);
            m_constraint.Dispose();
            m_constraint = null;
            m_rotorGrid  = null;
            if (m_rotorBlock != null)
            {
                m_rotorBlock.Detach(m_welded || m_isWelding);
            }
            m_rotorBlock = null;
            m_isAttached = false;

            UpdateText();
            return(true);
        }