public static extern bool WantsPhysicsEvent(IntPtr gameObjectPtr, EntityPhysicsEvents physicsEvent);
public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent) { return(NativeGameObjectMethods.WantsPhysicsEvent(Handle, physicsEvent)); }
public static extern void EnablePhysicsEvent(IntPtr gameObjectPtr, bool enable, EntityPhysicsEvents physicsEvent);
public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent) { NativeGameObjectMethods.EnablePhysicsEvent(Handle, enable, physicsEvent); }
public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent) { return NativeGameObjectMethods.WantsPhysicsEvent(Handle, physicsEvent); }
/// <summary> /// </summary> /// <param name="physicsEvent"></param> /// <returns></returns> public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent) { return GameObjectInterop.WantsPhysicsEvent(this.Handle, physicsEvent); }
/// <summary> /// En/disables sending physics event to this game object. /// </summary> /// <param name="enable"> Indicates whether event must enabled or disabled.</param> /// <param name="physicsEvent"> /// <see cref="EntityPhysicsEvents"/> object that designates the event. /// </param> public void EnablePhysicsEvent(bool enable, EntityPhysicsEvents physicsEvent) { GameObjectInterop.EnablePhysicsEvent(this.Handle, enable, physicsEvent); }
/// <summary> /// </summary> /// <param name="physicsEvent"></param> /// <returns></returns> public bool WantsPhysicsEvent(EntityPhysicsEvents physicsEvent) { return(GameObjectInterop.WantsPhysicsEvent(this.Handle, physicsEvent)); }