/// <summary>returns true if any of the specified objects are within the specified volume. trigger volume must have been postprocessed</summary> public bool volume_test_objects(ITriggerVolume trigger_volume, GameObjectList object_list) { foreach (var o in object_list) { if (trigger_volume.Contains(o)) { return(true); } } return(false); }
/// <summary>returns true if all of the specified objects are within the specified volume. trigger volume must have been postprocessed</summary> public bool volume_test_objects_all(ITriggerVolume trigger_volume, GameObjectList object_list) { var allIn = true; foreach (var o in object_list) { if (trigger_volume.Contains(o) == false) { allIn = false; } } return(allIn); }
/// <summary>returns true if all of the specified objects are within the specified volume. trigger volume must have been postprocessed</summary> public bool volume_test_objects_all(ITriggerVolume trigger, IAiActorDefinition actor) { return(trigger.Contains(actor.Actor)); }
/// <summary>returns true if all of the specified objects are within the specified volume. trigger volume must have been postprocessed</summary> public bool volume_test_objects_all(ITriggerVolume trigger, IGameObject entity) { return(trigger.Contains(entity)); }
/// <summary>returns true if the specified object is within the specified volume.</summary> public bool volume_test_object(ITriggerVolume trigger_volume, IGameObject entity) { return(trigger_volume.Contains(entity)); }