public static void RaycastAll(this IMyPhysics phy, ref LineD line, List <HitInfo <IMyEntity> > result) { phy.CastRay(line.From, line.To, tmpHits); result.Capacity = tmpHits.Count; result.AddRange(tmpHits.Select(h => new HitInfo <IMyEntity>(h.HitEntity, h.Position))); tmpHits.Clear(); }
public static HitInfo <IMyEntity> Raycast(this IMyPhysics phy, ref LineD line) { IHitInfo hit; if (phy.CastRay(line.From, line.To, out hit)) { return(new HitInfo <IMyEntity>(hit.HitEntity, hit.Position)); } return(null); }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; if (IngameScripting != null) { IngameScripting.Clean(); } IngameScripting = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Physics = null; Multiplayer = null; PrefabManager = null; Input = null; TerminalControls = null; }
public static void Clean() { Session = null; Entities = null; Players = null; CubeBuilder = null; if (IngameScripting != null) { IngameScripting.Clean(); } IngameScripting = null; TerminalActionsHelper = null; Utilities = null; Parallel = null; Physics = null; Multiplayer = null; PrefabManager = null; Input = null; TerminalControls = null; }