//Unregister a BulletBehavior from the simulation callback public static void Unregister(BulletBehaviour behavior) { if (_decommisioning) { return; } Instance.Unregister_Internal(behavior); }
//Register a BulletBehavior with the simulation callback public override void Register(BulletBehaviour behavior) { //Initialize the world and warn the user if it hasn't already been initialized if (!_initlialized) { InitializeWorld(BulletUpdate); Debug.LogWarning("A BulletBehavior attempted to register with the simulation callback before it was initialized!\n" + "Please check your script execution order"); } //Check if already registered and warn the user if (_bulletBehaviors.Contains(behavior)) { Debug.LogError("Specified BulletBehavior has already been registered with the simulation callback!\n"); return; } //Register the BulletBehavior with the simulation callback _bulletBehaviors.Add(behavior); }
//Unregister a BulletBehavior from the simulation callback public override void Unregister(BulletBehaviour behavior) { //Warn the user if the physics world has not been initialized if (!_initlialized) { Debug.LogError("A BulletBehavior attempted to unregister from the simulation callback before it was initialized!\n" + "Please check your scene setup!"); return; } //Check if the specified Object has been registered if (!_bulletBehaviors.Contains(behavior)) { Debug.LogError("Specified object has not been registered with this simulation!\n" + "Please check your scene setup!"); return; } //Unregister the Bullet object from the simulation and callback _bulletBehaviors.Remove(behavior); }
private void Unregister_Internal(BulletBehaviour behaviour) { // Select the world and unregister with it _discretePhysicsWorld.Unregister(behaviour); }
// Unregister with the physics world public virtual void Unregister(BulletBehaviour behaviour) { throw new UnsupportedWorldTypeException(UNSUPPORTED_WORLD_TYPE_MESSAGE); }