static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); CollisionDetectionMode2D o = (CollisionDetectionMode2D)arg0; LuaScriptMgr.PushEnum(L, o); return(1); }
// Use this for initialization void Start() { PlayerPrefs.SetInt("lastLevel", SceneManager.GetActiveScene().buildIndex); direction = new Vector2(0f, 1f); direction = direction.normalized; TheGround = CollisionDetectionMode2D.Continuous; offset = new Vector3(0f, .5f, 0f); }
void Start() { instance = this; mode = rigidbody2D.collisionDetectionMode; mass = rigidbody2D.mass; drag = rigidbody2D.drag; angularDrag = rigidbody2D.angularDrag; gravityScale = rigidbody2D.gravityScale; }
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; }
public void ChangeDetectionCollisionMode(CollisionDetectionMode2D mode) { _rigidbody.collisionDetectionMode = mode; }
public void CollisionDetection(CollisionDetectionMode2D a) { rb.collisionDetectionMode = a; }