internal NativeArray <bool> GetAllCollisionAgent_IsTrigger(E_EntityOfCollisionAgent entity) { switch (entity) { } return(new NativeArray <bool>()); }
internal NativeArray <int> GetAllCollisionAgent_Layer(E_EntityOfCollisionAgent entity) { switch (entity) { } return(new NativeArray <int>()); }
internal NativeArray <LVector3> GetAllCollisionAgent_Speed(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <LVector3>()); }
internal NativeArray <CollisionShape> GetAllCollisionAgent_Collider(E_EntityOfCollisionAgent entity) { switch (entity) { } return(new NativeArray <CollisionShape>()); }
internal NativeArray <LFloat> GetAllCollisionAgent_Mass(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <LFloat>()); }
internal NativeArray <bool> GetAllCollisionAgent_IsSleep(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <bool>()); }
internal NativeArray <CollisionShape> GetAllCollisionAgent_Collider(E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { switch (entity) { } length = 0; return(new NativeArray <CollisionShape>()); }
internal NativeArray <LVector3> GetAllCollisionAgent_Speed(E_EntityOfCollisionAgent entity) { switch (entity) { } return(new NativeArray <LVector3>()); }
internal NativeArray <LFloat> GetAllCollisionAgent_AngularSpeed(E_EntityOfCollisionAgent entity) { switch (entity) { } return(new NativeArray <LFloat>()); }
public NativeArray <LVector3> GetAllCollisionAgent_Speed(EAllocatorType allocatorType, E_EntityOfCollisionAgent entity, FuncEntityFilter <Entity> filterFunc, out int length) { var val = _entities.GetAllCollisionAgent_Speed(entity, filterFunc, out length); _RegisterAry(allocatorType, ref val);; return(val); }
public NativeArray <LVector3> GetAllCollisionAgent_Speed(EAllocatorType allocatorType, E_EntityOfCollisionAgent entity) { var val = _entities.GetAllCollisionAgent_Speed(entity); _RegisterAry(allocatorType, ref val);; return(val); }
public NativeArray <bool> GetAllCollisionAgent_IsSleep(EAllocatorType allocatorType, E_EntityOfCollisionAgent entity) { var val = _entities.GetAllCollisionAgent_IsSleep(entity); _RegisterAry(allocatorType, ref val);; return(val); }
public NativeArray <CollisionShape> GetAllCollisionAgent_Collider(EAllocatorType allocatorType, E_EntityOfCollisionAgent entity) { var val = _entities.GetAllCollisionAgent_Collider(entity); _RegisterAry(allocatorType, ref val);; return(val); }