// This method updates the layer, but does not call the PM // USED ONLY BECAUSE OF THE PROJECT STRUCTURE public void SetLayerQUIET(int layerNumber) { ColliderData cd = ColliderData; cd.LayerNumber = layerNumber; ColliderData = cd; }
public static Rigidbody New(DynamicData dynamicData, ObjectData objectData, ColliderData colliderData) { Rigidbody rb = s_pooler.GetInstance(); rb.Init(dynamicData, objectData, colliderData); return(rb); }
public void UpdateAABB() { //TODO; this is as ugly as the DynamicData above ColliderData cd = ColliderData; cd.GlobalAABB = cd.Collider2D.CreateAABB(GameObject.Transform); ColliderData = cd; }
public void SetLayer(int layerNumber) { SuperPhysicsManager.Instance.ChangeLayer(this, ColliderData.LayerNumber, layerNumber); ColliderData cd = ColliderData; cd.LayerNumber = layerNumber; ColliderData = cd; }
public void Init(DynamicData dynamicData, ObjectData objectData, ColliderData colliderData) { DynamicData = dynamicData; ObjectData = objectData; ColliderData = colliderData; }