private void MovementVector() { if (_positions.Count == 0 && _force != Vector2.Zero) { Entity.GetComponent <CollisionComponent>().body.ResetDynamics(); _positionReached = false; _force = Vector2.Zero; } else if (_positions.Count > 0) { Entity.GetComponent <CollisionComponent>().body.ResetDynamics(); _force = new Vector2((_positions[0].X - Entity.Transform.x) * forceAmount, (_positions[0].Y - Entity.Transform.y) * forceAmount); Entity.GetComponent <CollisionComponent>().body.ApplyForce(_force); Debug.WriteLine(_force.ToString()); _positionToReached = _positions[0]; _positionReached = false; _positions.RemoveAt(0); } }
public override string ToString() { return(_vector.ToString()); }