// Factory method, create and add Collision Pair into actives public CollisionPair AddCollisionPair(CollisionPair.Name _name, GameObject _host, GameObject _visitor) { // get a new object CollisionPair ret = (CollisionPair)this.PullFromReserved(); // set values ret.set(_name, _host, _visitor); // add to the active list this.Add(ret); return(ret); }
public static CollisionPair add(CollisionPair.CollisionPairName colPairName, GameObject rootA, GameObject rootB) { CollisionPairManager collisionManInst = CollisionPairManager.getSingletonInstance(); Debug.Assert(collisionMInstance != null); CollisionPair nodeAdded = (CollisionPair)collisionManInst.genericAdd(); Debug.Assert(nodeAdded != null); //set the attributes of the Image node nodeAdded.set(colPairName, rootA, rootB); return(nodeAdded); }
public static CollisionPair Add(CollisionPair.Name colPairName, GameObject pTreeRootA, GameObject pTreeRootB) { // ensure call Create() first CollisionPairMan pMan = CollisionPairMan.GetInstance(); Debug.Assert(pMan != null); CollisionPair pColPair = (CollisionPair)pMan.baseAdd(); Debug.Assert(pColPair != null); // initialize collision pair pColPair.set(colPairName, pTreeRootA, pTreeRootB); return(pColPair); }