Exemplo n.º 1
0
 public void HandleCollision(TankEngine2D.Graphics.CollisionResult result, ICollideObj objB)
 {
     if (OnCollide != null)
     {
         OnCollide(this, result, (objB as IGameObj).ObjInfo);
     }
 }
Exemplo n.º 2
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 public void HandleCollision(CollisionResult result, ICollideObj objB)
 {
     if (OnCollided != null)
     {
         OnCollided(this, result, (objB as IGameObj).ObjInfo);
     }
 }
Exemplo n.º 3
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 public void HandleOverlap(CollisionResult result, ICollideObj objB)
 {
     if (OnOverLap != null)
     {
         OnOverLap(this, result, (objB as IGameObj).ObjInfo);
     }
 }
Exemplo n.º 4
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 public virtual void HandleOverlap(CollisionResult result, ICollideObj objA, ICollideObj objB)
 {
     if (OnOverlap != null)
     {
         OnOverlap(result, objA, objB);
     }
 }
Exemplo n.º 5
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        public virtual void HandleCollision( CollisionResult result,ICollideObj objA, ICollideObj objB )
        {
            Pos += result.NormalVector * BaseGame.CoordinMgr.LogicLength( 0.5f );

            if (OnCollied != null)
                OnCollied( result, objA, objB );
        }
Exemplo n.º 6
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        public virtual void HandleCollision(CollisionResult result, ICollideObj objA, ICollideObj objB)
        {
            Pos += result.NormalVector * BaseGame.CoordinMgr.LogicLength(0.5f);

            if (OnCollied != null)
            {
                OnCollied(result, objA, objB);
            }
        }
Exemplo n.º 7
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        public void RegistPhiCol(PhiColMgr manager)
        {
            ICollideObj[] boders = new ICollideObj[] { border };

            manager.AddPhiGroup(phisicalObjs);

            manager.AddCollideGroup(concaveObjs, lowBulgeObjs);
            manager.AddCollideGroup(concaveObjs, highBulgeObjs);
            manager.AddCollideGroup(lowBulgeObjs, highBulgeObjs);
            manager.AddCollideGroup(highBulgeObjs);
            manager.AddCollideGroup(highBulgeObjs, lowFlyingObjs);
            manager.AddOverlapGroup(highBulgeObjs, highFlyingObjs);
            manager.AddCollideGroup(highBulgeObjs, boders);
            manager.AddOverlapGroup(lowFlyingObjs, boders);
        }
Exemplo n.º 8
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 public CollisionResultGroup ( ICollideObj colA, ICollideObj colB, CollisionResult result )
 {
     this.colA = colA;
     this.colB = colB;
     this.result = result;
 }
Exemplo n.º 9
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        public void RegistPhiCol ( PhiColMgr manager )
        {
            ICollideObj[] boders = new ICollideObj[] { border };

            manager.AddPhiGroup( phisicalObjs );

            manager.AddCollideGroup( concaveObjs, lowBulgeObjs );
            manager.AddCollideGroup( concaveObjs, highBulgeObjs );
            manager.AddCollideGroup( lowBulgeObjs, highBulgeObjs );
            manager.AddCollideGroup( highBulgeObjs );
            manager.AddCollideGroup( highBulgeObjs, lowFlyingObjs );
            manager.AddOverlapGroup( highBulgeObjs, highFlyingObjs );
            manager.AddCollideGroup( highBulgeObjs, boders );
            manager.AddOverlapGroup( lowFlyingObjs, boders );
        }
Exemplo n.º 10
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 public virtual void HandleOverlap( CollisionResult result, ICollideObj objB )
 {
     if (OnOverlap != null)
         OnOverlap( null, result, (objB as IGameObj).ObjInfo );
 }
Exemplo n.º 11
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 public virtual void HandleOverlap( CollisionResult result, ICollideObj objA, ICollideObj objB )
 {
     if (OnOverlap != null)
         OnOverlap( result, objA, objB );
 }
Exemplo n.º 12
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 public CollisionResultGroup(ICollideObj colA, ICollideObj colB, CollisionResult result)
 {
     this.colA   = colA;
     this.colB   = colB;
     this.result = result;
 }
Exemplo n.º 13
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 public void HandleCollision(TankEngine2D.Graphics.CollisionResult result, ICollideObj objB)
 {
     if (OnCollide != null)
         OnCollide(this, result, (objB as IGameObj).ObjInfo);
 }
Exemplo n.º 14
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 /// <summary>
 /// 处理重叠,空函数
 /// </summary>
 /// <param name="result"></param>
 /// <param name="objB"></param>
 public void HandleOverlap( CollisionResult result, ICollideObj objA, ICollideObj objB )
 {
 }
Exemplo n.º 15
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 /// <summary>
 /// 处理碰撞,空函数
 /// </summary>
 /// <param name="result"></param>
 /// <param name="objB"></param>
 public void HandleCollision( CollisionResult result, ICollideObj objA, ICollideObj objB )
 {
 }
Exemplo n.º 16
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 /// <summary>
 /// 处理碰撞,空函数
 /// </summary>
 /// <param name="result"></param>
 /// <param name="objB"></param>
 public void HandleCollision(CollisionResult result, ICollideObj objA, ICollideObj objB)
 {
 }
Exemplo n.º 17
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 /// <summary>
 /// 处理重叠,空函数
 /// </summary>
 /// <param name="result"></param>
 /// <param name="objB"></param>
 public void HandleOverlap(CollisionResult result, ICollideObj objA, ICollideObj objB)
 {
 }
Exemplo n.º 18
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 public void HandleCollision( CollisionResult result, ICollideObj objB )
 {
     if (OnCollided != null)
         OnCollided( this, result, (objB as IGameObj).ObjInfo );
 }