public static AttachCompoundPolygon ( List |
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list | List |
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density | float | |
body | ||
userData | object | |
리턴 | List |
public static Body CreateCompoundPolygon(World world, List <Vertices> list, float density, Vector2 position = new Vector2(), float rotation = 0, BodyType bodyType = BodyType.Static, object userData = null) { //We create a single body var polygonBody = CreateBody(world, position, rotation, bodyType); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return(polygonBody); }
public static Body CreateCompoundPolygon(World world, List <Vertices> list, float density, Vector2 position, object userData = null) { //We create a single body Body polygonBody = CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return(polygonBody); }
public static Body CreateCompoundPolygon(World world, List <Vertices> list, float density, Vector2 position, PressPlay.FFWD.Components.Collider userData) { //We create a single body Body polygonBody = CreateBody(world, position); FixtureFactory.AttachCompoundPolygon(list, density, polygonBody, userData); return(polygonBody); }