protected void UpdateSensor() { if (m_fixture != null) { PhysicsSystem physicsSystem = m_gameObject.Scene.GetPhysicsSystem(); m_body.DestroyFixture(m_fixture); } m_fixture = CreateSensor(); m_fixture.IsSensor = true; FixtureCollisionCategroy.SetCollsionCategroy(m_fixture, (FixtureCollisionCategroy.Kind)(m_collisionCategroy.GetValue())); m_fixture.OnCollision += OnCollision; m_fixture.OnSeparation += OnSeparation; }
protected void UpdateCollisionCategroy() { FixtureCollisionCategroy.SetCollsionCategroy( m_body, (FixtureCollisionCategroy.Kind)(m_collisionCategroy.GetValue())); }