예제 #1
0
 // Use this for initialization
 void Start()
 {
     fix = gameObject.AddComponent<LPFixturePoly>();
     fix.DefinePoints(Points);
     bod = GetComponent<LPBody>();
     bod.Initialise(FindObjectOfType<LPManager>());
 }
예제 #2
0
 // Use this for initialization
 void Start()
 {
     fix = gameObject.AddComponent <LPFixturePoly>();
     fix.DefinePoints(Points);
     bod = GetComponent <LPBody>();
     bod.Initialise(FindObjectOfType <LPManager>());
 }
예제 #3
0
    protected override void DoSpawn()
    {
        GameObject ob  = Instantiate(Prefab, transform.position, Quaternion.AngleAxis(Random.Range(0f, 360f), Vector3.back)) as GameObject;
        LPBody     bod = ob.GetComponent <LPBody>();

        bod.Initialise(lpman);
        Vector3 diff = getdiff();

        LPAPIBody.ApplyLinearImpulseToBody(bod.GetPtr(), diff.x, diff.y, ob.transform.position.x, ob.transform.position.y, true);
    }
예제 #4
0
    void MakeChainFix()
    {
        //Add an LPFixtureChainShape to the gameobject (LPBody is required so is added automatically)
        LPFixtureChainShape fix = ChainFix.AddComponent <LPFixtureChainShape>();

        //Call DefinePoints to set the polys points programmatically
        fix.DefinePoints(Points);

        //Set up the body how we want
        LPBody bod = ChainFix.GetComponent <LPBody>();

        bod.BodyType = LPBodyTypes.Dynamic;

        //Call initialise on the LPBody component passing in the LPManager component
        bod.Initialise(FindObjectOfType <LPManager>());
    }
예제 #5
0
 private IEnumerator Spawn()
 {
     while (true)
     {
         if (bodylist.Count > amount)
         {
             bodylist[0].Delete();
             bodylist.RemoveAt(0);
         }
         GameObject go = new GameObject("body");
         go.transform.parent   = transform;
         go.transform.position = transform.position;
         LPBody body = go.AddComponent <LPBody>();
         bodylist.Add(body);
         LPFixtureCircle circle = go.AddComponent <LPFixtureCircle>();
         circle.Density = 0.2f;
         circle.Radius  = 0.1f;
         body.BodyType  = LPBodyTypes.Dynamic;
         body.Initialise(lpman);
         LPAPIBody.ApplyForceToCentreOfBody(body.GetPtr(), SpawnVelocity.x, SpawnVelocity.y);
         yield return(new WaitForSeconds(spawninterval));
     }
 }