// Use this for initialization public void Init() { ChecksumExtractor.Init(this); gameObjectMap = new Dictionary <IBody, GameObject>(); collisionInfo = new Dictionary <RigidBody, Dictionary <RigidBody, TSCollision> >(); CollisionSystemPersistentSAP collisionSystem = new CollisionSystemPersistentSAP(); collisionSystem.EnableSpeculativeContacts = SpeculativeContacts; world = new World(collisionSystem); collisionSystem.world = world; world.physicsManager = this; world.Gravity = Gravity; world.Events.BodiesBeginCollide += CollisionEnter; world.Events.BodiesStayCollide += CollisionStay; world.Events.BodiesEndCollide += CollisionExit; world.Events.TriggerBeginCollide += TriggerEnter; world.Events.TriggerStayCollide += TriggerStay; world.Events.TriggerEndCollide += TriggerExit; world.Events.RemovedRigidBody += OnRemovedRigidBody; instance = this; AddRigidBodies(); }
public void Init() { ChecksumExtractor.Init(this); Physics2D.Settings.ContinuousPhysics = SpeculativeContacts; TSVector2 gravity = new TSVector2(Gravity.x, Gravity.y); m_World = new Physics2D.World(gravity); Physics2D.ContactManager.physicsManager = this; m_World.BodyRemoved += OnRemovedRigidbody; m_World.ContactManager.BeginContact += CollisionEnter; m_World.ContactManager.StayContact += CollisionStay; m_World.ContactManager.EndContact += CollisionExit; }
// Use this for initialization public void Init() { ChecksumExtractor.Init(this); Settings.ContinuousPhysics = SpeculativeContacts; world = new TrueSync.Physics2D.World(new TSVector2(Gravity.x, Gravity.y)); ContactManager.physicsManager = this; world.BodyRemoved += OnRemovedRigidBody; world.ContactManager.BeginContact += CollisionEnter; world.ContactManager.StayContact += CollisionStay; world.ContactManager.EndContact += CollisionExit; gameObjectMap = new Dictionary <IBody, GameObject>(); collisionInfo = new Dictionary <Physics2D.Body, Dictionary <Physics2D.Body, TSCollision2D> >(); instance = this; AddRigidBodies(); }