public void SetPhysicsPart(Pax4ObjectPhysicsPart p_physicsPart) { if (p_physicsPart == null) { return; } _physicsPart = p_physicsPart; _physicsPart.AddConstraint(this); }
public void SetPhysicsPart(Pax4ObjectPhysicsPart p_physicsPart, int p_wayPointIndex = 0) { if (p_physicsPart == null) { return; } p_physicsPart.DisableConstraint(); _physicsPart = p_physicsPart; _physicsPart.AddConstraint(this); if (_wayPointPath == null) { return; } _wayPointIndex = p_wayPointIndex; _worldHeading = _wayPointPath._wayPoint[_wayPointIndex] - _physicsPart._body.Position; _currentDistance = _worldHeading.Length(); }