public override void onEntityTransformChanged(Transform.Component comp) { if (comp == Transform.Component.Scale) { recreateFixture(); } }
public override void onEntityTransformChanged(Transform.Component comp) { base.onEntityTransformChanged(comp); // our sprite is disabled so we need to forward the call over to it so it can update its bounds for rendering _sprite.onEntityTransformChanged(comp); }
public override void OnEntityTransformChanged(Transform.Component comp) { foreach (var bar in this.bars) { bar?.OnEntityTransformChanged(comp); } }
internal void onEntityTransformChanged(Transform.Component comp) { for (var i = 0; i < _colliders.Count; i++) { _colliders[i].onEntityTransformChanged(comp); } }
public override void OnEntityTransformChanged(Transform.Component comp) { foreach (var r in this.subs) { r.OnEntityTransformChanged(comp); } }
public override void OnEntityTransformChanged(Transform.Component comp) { base.OnEntityTransformChanged(comp); if (_ignoreTransformChanges) { return; } // we only care about scale. base handles pos/rot if (comp == Transform.Component.Scale) { // fetch the Vertices, clear them, add our originals and scale them var poly = Body.FixtureList[0].Shape as PolygonShape; var verts = poly.Vertices; verts.Clear(); verts.AddRange(_verts); verts.Scale(Transform.Scale); poly.SetVerticesNoCopy(verts); // wake the body if it is asleep to update collisions if (!Body.IsAwake) { Body.IsAwake = true; } } }
public override void onEntityTransformChanged(Transform.Component comp) { // we only deal with positional changes here. TiledMaps cant be scaled. if (_shouldCreateColliders && comp == Transform.Component.Position) { removeColliders(); addColliders(); } }
public override void onEntityTransformChanged(Transform.Component comp) { base.onEntityTransformChanged(comp); if (comp == Transform.Component.Rotation) { // when rotation changes we need to update our verts to account for the new rotation Polygon.rotatePolygonVerts(entity.rotation - _spotAngle * 0.5f * Mathf.deg2Rad, _polygon._originalPoints, _polygon.points); } }
public override void OnEntityTransformChanged(Transform.Component comp) { // we dont care if the transform changed if we are in world space if (UseWorldSpace) { return; } _bounds.CalculateBounds(Entity.Transform.Position, _localOffset, Vector2.Zero, Entity.Transform.Scale, Entity.Transform.Rotation, Width, Height); }
public override void onEntityTransformChanged(Transform.Component comp) { // we dont care if the transform changed if we are in world space if (useWorldSpace) { return; } _bounds.calculateBounds(entity.transform.position, _localOffset, Vector2.Zero, entity.transform.scale, entity.transform.rotation, width, height); }
internal void onEntityTransformChanged(Transform.Component comp) { for (var i = 0; i < _components.length; i++) { if (_components.buffer[i].enabled) { _components.buffer[i].onEntityTransformChanged(comp); } } }
public override void onEntityTransformChanged(Transform.Component comp) { base.onEntityTransformChanged(comp); if (_ignoreTransformChanges) { return; } // we only care about scale. base handles pos/rot if (comp == Transform.Component.Scale) { body.fixtureList[0].shape.radius = _subtexture.sourceRect.Width * transform.scale.X * 0.5f * FSConvert.displayToSim; } }
public override void OnEntityTransformChanged(Transform.Component comp) { base.OnEntityTransformChanged(comp); if (_ignoreTransformChanges) { return; } // we only care about scale. base handles pos/rot if (comp == Transform.Component.Scale) { Body.FixtureList[0].Shape.Radius = _subtexture.SourceRect.Width * Transform.Scale.X * 0.5f * FSConvert.DisplayToSim; } }
public override void OnEntityTransformChanged(Transform.Component comp) { if (_ignoreTransformChanges || Body == null) { return; } if (comp == Transform.Component.Position) { Body.Position = Transform.Position * FSConvert.DisplayToSim; } else if (comp == Transform.Component.Rotation) { Body.Rotation = Transform.Rotation; } }
public override void onEntityTransformChanged(Transform.Component comp) { if (_ignoreTransformChanges || body == null) { return; } if (comp == Transform.Component.Position) { body.position = transform.position * FSConvert.displayToSim; } else if (comp == Transform.Component.Rotation) { body.rotation = transform.rotation; } }
public override void OnEntityTransformChanged(Transform.Component comp) { _areBoundsDirty = true; if (_ignoreTransformChanges) { return; } if (comp == Transform.Component.Position) { Body.Position = Transform.Position * FSConvert.DisplayToSim; } else if (comp == Transform.Component.Rotation) { Body.Rotation = Transform.Rotation; } }
public override void onEntityTransformChanged(Transform.Component comp) { _areBoundsDirty = true; if (_ignoreTransformChanges) { return; } if (comp == Transform.Component.Position) { body.Position = transform.position * ConvertUnits.displayToSim; } else if (comp == Transform.Component.Rotation) { body.Rotation = transform.rotation; } }
internal void OnEntityTransformChanged(Transform.Component comp) { for (var i = 0; i < _components.Length; i++) { if (_components.Buffer[i].Enabled) { _components.Buffer[i].OnEntityTransformChanged(comp); } } for (var i = 0; i < _componentsToAdd.Count; i++) { if (_componentsToAdd[i].Enabled) { _componentsToAdd[i].OnEntityTransformChanged(comp); } } }
public override void onEntityTransformChanged(Transform.Component comp) { base.onEntityTransformChanged(comp); if (_ignoreTransformChanges) { return; } // we only care about scale. base handles pos/rot if (comp == Transform.Component.Scale) { // fetch the Vertices, clear them, add our originals and scale them var poly = body.FixtureList[0].Shape as PolygonShape; var verts = poly.Vertices; verts.Clear(); verts.AddRange(_verts); verts.Scale(transform.scale); poly.Vertices = verts; } }
public override void onEntityTransformChanged(Transform.Component comp) { base.onEntityTransformChanged(comp); if (entityCanTransition) { var transitionBlocks = GetTransitionBlocks(); foreach (TiledTile tile in transitionBlocks.tiles) { if (tile == null) { continue; } var tilePosition = getTilePosition(tile); if (entityIsInsideofTile(tilePosition)) { foreach (SceneChangeMapper nextSceneLink in ((ExtendedScene)entity.scene).getTransitions()) { if (isSceneToLoad(nextSceneLink)) { Core.startSceneTransition(new FadeTransition(() => nextSceneLink.scene)); entity.detachFromScene(); entity.attachToScene(nextSceneLink.scene); entityCanTransition = false; Core.schedule(TimeToWaitAfterNewSceneTransitionIsAllowed, t => entityCanTransition = true); break; } } } } } }
public virtual void onEntityTransformChanged(Transform.Component comp) { // set the appropriate dirty flags switch (comp) { case Transform.Component.Position: _isPositionDirty = true; break; case Transform.Component.Scale: _isPositionDirty = true; break; case Transform.Component.Rotation: _isRotationDirty = true; break; } if (_isColliderRegistered) { Physics.updateCollider(this); } }
public override void OnEntityTransformChanged(Transform.Component comp) { base.OnEntityTransformChanged(comp); if (_ignoreTransformChanges) { return; } // we only care about scale. base handles pos/rot if (comp == Transform.Component.Scale) { // fetch the Vertices, clear them, add our originals and scale them for (int i = 0; i < Body.FixtureList.Count; i++) { PolygonShape poly = Body.FixtureList[i].Shape as PolygonShape; Vertices verts = poly.Vertices; verts.Clear(); verts.AddRange(_verts[i]); verts.Scale(Transform.Scale); poly.Vertices = verts; } } }
public override void OnEntityTransformChanged(Transform.Component comp) { this.chip.anim.OnEntityTransformChanged(comp); this.bar?.OnEntityTransformChanged(comp); }
/// <summary> /// called when the entity's position changes. This allows components to be aware that they have moved due to the parent /// entity moving. /// </summary> public virtual void onEntityTransformChanged(Transform.Component comp) { }
internal void OnTransformChanged(Transform.Component comp) { // notify our children of our changed position Components.OnEntityTransformChanged(comp); }
public override void onEntityTransformChanged(Transform.Component comp) { _areBoundsDirty = true; }
internal void onTransformChanged(Transform.Component comp) { // notify our children of our changed position components.onEntityTransformChanged(comp); colliders.onEntityTransformChanged(comp); }
public override void onEntityTransformChanged(Transform.Component comp) { forceMatrixUpdate(); }
public override void OnEntityTransformChanged(Transform.Component comp) { _areMatrixesDirty = true; }