// Use this for initialization void Start() { GameCtrl = GameObject.Find("gameCtrl"); gameCtrl = GameCtrl.GetComponent <GameCtrl>(); stair_speed = gameCtrl.Speed_step; }
private static bool shapesCollide(Vector2 pos1, GameCtrl.GameEntities.ShapeCtrl.Shape shape, Vector2 pos2, GameCtrl.GameEntities.ShapeCtrl.Shape shape2) { if (shape is CircleShape && shape2 is CircleShape) { if (Circles((CircleShape)shape, pos1 + shape.Disp, (CircleShape)shape2, pos2 + shape2.Disp)) { return true; } } return false; }
internal static void ObjectsCollition(GameCtrl.GameEntities.PhysicsObject physicsObject, GameCtrl.GameEntities.PhysicsObject physicsObject_2) { for (int i = 0; i < physicsObject.Shape.Count(); i++) { for (int j = 0; j < physicsObject_2.Shape.Count(); j++) { if (shapesCollide(physicsObject.Position, physicsObject.Shape[i], physicsObject_2.Position, physicsObject_2.Shape[j])) { physicsObject.collitionWith(physicsObject_2); physicsObject_2.collitionWith(physicsObject); } } } }