/// <summary> /// Registers a PhysicsMover into the system /// </summary> public static void RegisterPhysicsMover(PhysicsMover mover) { PhysicsMovers.Add(mover); RigidbodyInterpolation2D interpMethod = (_internalInterpolationMethod == CharacterManagerInterpolationMethod.Unity) ? RigidbodyInterpolation2D.Interpolate : RigidbodyInterpolation2D.None; mover.Rigidbody.interpolation = interpMethod; }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); RigidbodyInterpolation2D o = (RigidbodyInterpolation2D)arg0; LuaScriptMgr.PushEnum(L, o); return(1); }
/// <summary> /// Registers a KinematicCharacterMotor into the system /// </summary> public static void RegisterCharacterMotor(CharacterController2D motor) { CharacterMotors.Add(motor); RigidbodyInterpolation2D interpMethod = (_internalInterpolationMethod == CharacterManagerInterpolationMethod.Unity) ? RigidbodyInterpolation2D.Interpolate : RigidbodyInterpolation2D.None; motor.Rigidbody.interpolation = interpMethod; }
public void RemoveRigidbody() { if (Rigidbody) { oldMass = Rigidbody.mass; oldInterp = Rigidbody.interpolation; } Destroy(Rigidbody); }
public Rigidbody2DSettings(Rigidbody2D rigidbody) { _rigidbody = rigidbody; _isKinematic = rigidbody.isKinematic; _velocity = rigidbody.velocity; _angularVelocity = rigidbody.angularVelocity; _mass = rigidbody.mass; _linearDrag = rigidbody.drag; _angularDrag = rigidbody.angularDrag; _gravityScale = rigidbody.gravityScale; _interpolate = rigidbody.interpolation; _collisionDetection = rigidbody.collisionDetectionMode; _sleepingMode = rigidbody.sleepMode; _constraints = rigidbody.constraints; }
public RigidData(Rigidbody2D originalData) { angularDrag = originalData.angularDrag; centerOfMass = originalData.centerOfMass; collisionDetectionMode = originalData.collisionDetectionMode; constraints = originalData.constraints; drag = originalData.drag; freezeRotation = originalData.freezeRotation; gravityScale = originalData.gravityScale; inertia = originalData.inertia; interpolation = originalData.interpolation; isKinematic = originalData.isKinematic; mass = originalData.mass; simulated = originalData.simulated; }
/// <summary> /// Sets the properties of this save state from those of the passed object. /// </summary> public void SetFrom(Rigidbody2D rb) { bodyType = rb.bodyType; gravityScale = rb.gravityScale; drag = rb.drag; angularDrag = rb.angularDrag; angularVelocity = rb.angularVelocity; mass = rb.mass; inertia = rb.inertia; rotation = rb.rotation; freezeRotation = rb.freezeRotation; velocity = rb.velocity; centerOfMass = rb.centerOfMass; constraints = rb.constraints; interpolation = rb.interpolation; position = rb.position; }