/// <summary> /// Clears the collision grid and inserts all entities before checking collisions /// </summary> protected override void PreProcess() { _comparisons = 0; _map.Clear(); var maxEntities = AssociatedEntities.Count; for (int e = 0; e < maxEntities; e++) { // Insert all entities with collision components if (AssociatedEntities[e].HasComponent <CollisionComponent>()) { var collision = AssociatedEntities[e].GetComponent <CollisionComponent>(); collision.Event = false; collision.Collider = null; _map.Insert(AssociatedEntities[e], collision); } } }