private void DispatchPhysicsEvent(GameObject toObj, Vector2 force) { PhysicsEvent e = new PhysicsEvent(PhysicsEvent.MOVE_BY, gameObject.GetInstanceID(), force); foreach (GameObject go in _collisionObjects) { go.SendMessage("OnPhysicsEvent", e, SendMessageOptions.DontRequireReceiver); } // toObj.SendMessage("OnPhysicsEvent", e, SendMessageOptions.DontRequireReceiver); }
/// <summary> /// Register all of our class definitions with the SceneTrack system /// </summary> public static void CreateSchema() { if (!IsRegistered) { IsRegistered = true; GameObject.Register(); Transform.Register(); StandardMeshRenderer.Register(); SkinnedMeshRenderer.Register(); Mesh.Register(); SubMesh.Register(); Material.Register(); PhysicsEvent.Register(); VideoFrame.Register(); } }
private void DispatchPhysicsEvent(GameObject toObj, Vector2 force) { PhysicsEvent e = new PhysicsEvent(PhysicsEvent.EXTERNAL_FORCE, gameObject.GetInstanceID(), force); toObj.SendMessage("OnPhysicsEvent", e, SendMessageOptions.DontRequireReceiver); }