Esempio n. 1
0
        public override async Task Execute()
        {
            var trigger = Entity.Get <PhysicsComponent>();

            trigger.ProcessCollisions = true;

            // Start state machine
            while (Game.IsRunning)
            {
                var firstCollision = await trigger.NewCollision();

                var oneContact  = firstCollision.Contacts.First();
                var shockNormal = oneContact.Normal;
                if (oneContact.ColliderA.Entity != Entity)
                {
                    shockNormal *= -1;
                }

                var _2dnormal = shockNormal;
                _2dnormal.Z = 0.0f;
                var shock = new Shock {
                    Entity = Entity, Normal = _2dnormal
                };

                BrickHit.Broadcast(shock);
            }
        }
Esempio n. 2
0
        private void TreatShock(Shock shock)
        {
            foreach (var c in Callbacks)
            {
                c(shock);
            }
            SceneSystem.SceneInstance.RootScene.Entities.Remove(shock.Entity);
            SceneSystem.SceneInstance.RootScene.Entities.First(e => e.Name == "global script holder")
            .Components.Get <Level1>().SignalDeletedBrick(shock.Entity);

            ShockTreatedEK.Broadcast();
        }