public void HandleCollision(TankEngine2D.Graphics.CollisionResult result, ICollideObj objB) { if (OnCollide != null) { OnCollide(this, result, (objB as IGameObj).ObjInfo); } }
public void HandleCollision(CollisionResult result, ICollideObj objB) { if (OnCollided != null) { OnCollided(this, result, (objB as IGameObj).ObjInfo); } }
public void HandleOverlap(CollisionResult result, ICollideObj objB) { if (OnOverLap != null) { OnOverLap(this, result, (objB as IGameObj).ObjInfo); } }
public virtual void HandleOverlap(CollisionResult result, ICollideObj objA, ICollideObj objB) { if (OnOverlap != null) { OnOverlap(result, objA, objB); } }
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 ); }
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); } }
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); }
public CollisionResultGroup ( ICollideObj colA, ICollideObj colB, CollisionResult result ) { this.colA = colA; this.colB = colB; this.result = result; }
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 ); }
public virtual void HandleOverlap( CollisionResult result, ICollideObj objB ) { if (OnOverlap != null) OnOverlap( null, result, (objB as IGameObj).ObjInfo ); }
public virtual void HandleOverlap( CollisionResult result, ICollideObj objA, ICollideObj objB ) { if (OnOverlap != null) OnOverlap( result, objA, objB ); }
public CollisionResultGroup(ICollideObj colA, ICollideObj colB, CollisionResult result) { this.colA = colA; this.colB = colB; this.result = result; }
public void HandleCollision(TankEngine2D.Graphics.CollisionResult result, ICollideObj objB) { if (OnCollide != null) OnCollide(this, result, (objB as IGameObj).ObjInfo); }
/// <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 ) { }
/// <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 ) { }
/// <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) { }
/// <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) { }
public void HandleCollision( CollisionResult result, ICollideObj objB ) { if (OnCollided != null) OnCollided( this, result, (objB as IGameObj).ObjInfo ); }