protected Force Target(ForceProps force, Vector3 direction) { Force out_ = GetForce(force); if (out_ == null) { out_ = new Force(force, direction); active_forces.Add(out_.properties.Name, out_); } return out_; }
public Force(ForceProps props, Vector2 target_direction) { properties = props; Call(target_direction); }
public Force(string id, Vector2 target_direction, float target_speed, float inertia_in = 1.0f, float inertia_out = 1.0f, float impulse = 0.0f) { properties = new ForceProps(id, target_speed, inertia_in, inertia_out, impulse); Call(target_direction); }
public Force GetForce(ForceProps force) { if (active_forces.ContainsKey(force.Name)) return active_forces[force.Name]; return null; }
public void AddForce(ForceProps forceProps, Vector3 direction) { Force target = Target(forceProps, direction); call_forces.Add(new Force2Call(direction, target)); }