private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB) { // Combine collision materials: int aMaterialIndex = particleMaterialIndices[entityA]; int bMaterialIndex = particleMaterialIndices[entityB]; if (aMaterialIndex >= 0 && bMaterialIndex >= 0) { return(BurstCollisionMaterial.CombineWith(collisionMaterials[aMaterialIndex], collisionMaterials[bMaterialIndex])); } else if (aMaterialIndex >= 0) { return(collisionMaterials[aMaterialIndex]); } else if (bMaterialIndex >= 0) { return(collisionMaterials[bMaterialIndex]); } return(new BurstCollisionMaterial()); }
private BurstCollisionMaterial CombineCollisionMaterials(int entityA, int entityB) { // Combine collision materials: int particleMaterialIndex = particleMaterialIndices[entityA]; int colliderMaterialIndex = shapes[entityB].materialIndex; if (colliderMaterialIndex >= 0 && particleMaterialIndex >= 0) { return(BurstCollisionMaterial.CombineWith(collisionMaterials[particleMaterialIndex], collisionMaterials[colliderMaterialIndex])); } else if (particleMaterialIndex >= 0) { return(collisionMaterials[particleMaterialIndex]); } else if (colliderMaterialIndex >= 0) { return(collisionMaterials[colliderMaterialIndex]); } return(new BurstCollisionMaterial()); }