protected virtual void ResetAllRigidBodyValues() { Rigidbody2D[] v_allRigidInScene = KiltUtils.FindAllComponentsOfType <Rigidbody2D>(false); foreach (Rigidbody2D v_body in v_allRigidInScene) { KiltUtils.ClearRigidBody2D(v_body); } }
public virtual void RecalcForcesAndClearBody(bool p_forceRecalc = false, bool p_ropesMassOnly = false) { if (_needRecalcAndClear || p_forceRecalc) { RecalcForces(true, p_ropesMassOnly); _needRecalcAndClear = false; KiltUtils.ClearRigidBody2D(RigidBody2DComponent); ResetTimeToLerp(); } }