예제 #1
0
    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);
    }
예제 #2
0
 /// <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();
     }
 }
예제 #3
0
    private void DispatchPhysicsEvent(GameObject toObj, Vector2 force)
    {
        PhysicsEvent e = new PhysicsEvent(PhysicsEvent.EXTERNAL_FORCE, gameObject.GetInstanceID(), force);

        toObj.SendMessage("OnPhysicsEvent", e, SendMessageOptions.DontRequireReceiver);
    }