void SaveBodies() { LSBody[] allBodies = GameObject.FindObjectsOfType <LSBody> (); FastList <EnvironmentBodyInfo> bodiesBuffer = new FastList <EnvironmentBodyInfo>(); foreach (LSBody body in allBodies) { if (IsAgent(body)) { continue; } EnvironmentBodyInfo bodyInfo = new EnvironmentBodyInfo( body, new Vector2dHeight(body.transform.position), new Vector2d(Mathf.Sin(body.transform.rotation.x), Mathf.Cos(body.transform.rotation.y)) ); bodiesBuffer.Add(bodyInfo); } _environmentBodies = bodiesBuffer.ToArray(); }
void SaveBodies() { UnityLSBody[] allBodies = GameObject.FindObjectsOfType <UnityLSBody>(); FastList <EnvironmentBodyInfo> bodiesBuffer = new FastList <EnvironmentBodyInfo>(); foreach (UnityLSBody body in allBodies) { if (IsAgent(body)) { continue; } Vector3d pos = new Vector3d(body.transform.position); Vector2d rot = Vector2d.CreateRotation(body.transform.eulerAngles.y * Mathf.Deg2Rad); EnvironmentBodyInfo bodyInfo = new EnvironmentBodyInfo( body, pos, rot ); bodiesBuffer.Add(bodyInfo); } _environmentBodies = bodiesBuffer.ToArray(); }