Пример #1
0
 public PhysicsContext(PhysicsContext other)
 {
     entities   = new HashSet <Entity>(other.entities);
     affinities = new List <Affinity>(other.affinities);
     layers     = new HashSet <LayerMask>(other.layers);
     colliders  = new HashSet <Collider2D>(other.colliders);
 }
Пример #2
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 public virtual void Update(PhysicsContext c)
 {
     Update(c.entities);
     Update(c.affinities);
     Update(c.layers);
     Update(c.colliders);
 }
Пример #3
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        private void Main()
        {
            Stack.Background = SettingApp.BackgroundColor;

            List <Formul> forl;

            Stack.Children.Clear();


            using (PhysicsContext db = new PhysicsContext())
            {
                forl = db.Formuls.ToList();
            }

            //flipView.Items.Add(new StackPanel());

            foreach (Formul fr in forl)
            {
                if (fr.addF == 1)
                {
                    Formul formTemp = fr;

                    Stack.Children.Add(addFormyl(formTemp));
                }
            }
        }
Пример #4
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        protected override IPhysicsContext CreatePhysicsContext()
        {
            var physicsContext = new PhysicsContext(World)
            {
                HeadFeature = new PhysicsFeature()
            };

            return(physicsContext);
        }
Пример #5
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    public Contexts()
    {
        game    = new GameContext();
        input   = new InputContext();
        physics = new PhysicsContext();

        var postConstructors = System.Linq.Enumerable.Where(
            GetType().GetMethods(),
            method => System.Attribute.IsDefined(method, typeof(Entitas.CodeGeneration.Attributes.PostConstructorAttribute))
            );

        foreach (var postConstructor in postConstructors)
        {
            postConstructor.Invoke(this, null);
        }
    }
Пример #6
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 public static extern PhysicsBody newDynamicBody(PhysicsContext ctx, vec2 intl_pos, vec2 intl_size);
Пример #7
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 public static extern PhysicsBody newGroundBody(PhysicsContext ctx, vec2 intl_pos, vec2 intl_size);
Пример #8
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 public static PhysicsBody GroundBody(PhysicsContext ctx, vec2 intl_pos, vec2 intl_size)
 {
     return(newGroundBody(ctx, intl_pos * PHYSICS_SCALING_TOPHYS, intl_size * PHYSICS_SCALING_TOPHYS));
 }
Пример #9
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 static extern void physicsContext_step(PhysicsContext ctx, float timestep);
Пример #10
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 static extern float physicsContext_getGravity(PhysicsContext ctx);
Пример #11
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 public BspToBulletConverter(PhysicsContext context)
 {
     this.context = context;
 }
Пример #12
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 public void Awake()
 {
     context          = new PhysicsContext();
     originalPosition = transform.position;
 }