void OrderColliders(CollisionStartEvent collisionStartEvent) { Entity entityA = collisionStartEvent.EntityA; Entity entityB = collisionStartEvent.EntityB; if (!edgeFamily.Matches(entityA) && edgeFamily.Matches(entityB)) { HandleBounceCollision(entityB, entityA); } else if (edgeFamily.Matches(entityA) && !edgeFamily.Matches(entityB)) { HandleBounceCollision(entityA, entityB); } else if (projectileFamily.Matches(entityA) && playerShieldFamily.Matches(entityB)) { HandleBounceCollision(entityB, entityA); } else if (playerShieldFamily.Matches(entityA) && projectileFamily.Matches(entityB)) { HandleBounceCollision(entityA, entityB); } else if (playerShipFamily.Matches(entityA) && playerShipFamily.Matches(entityB)) { HandleBounceCollision(entityA, entityB); } }
private void HandleCollisionStartEvent(CollisionStartEvent collisionStartEvent) { if (playerShipFamily.Matches(collisionStartEvent.EntityA) && edgeEntityFamily.Matches(collisionStartEvent.EntityB)) { HandleEnemyShipOnPlayer(collisionStartEvent.EntityA); } else if (edgeEntityFamily.Matches(collisionStartEvent.EntityA) && playerShipFamily.Matches(collisionStartEvent.EntityB)) { HandleEnemyShipOnPlayer(collisionStartEvent.EntityB); } }
private void HandleCollisionStartEvent(CollisionStartEvent collisionStartEvent) { if (collisionStartEvent.entityA.HasComponent <PlayerShieldComponent>() && collisionStartEvent.entityB.HasComponent <ProjectileComponent>()) { BounceBulletOffShield(collisionStartEvent.entityA, collisionStartEvent.entityB); } if (collisionStartEvent.entityB.HasComponent <PlayerShieldComponent>() && collisionStartEvent.entityA.HasComponent <ProjectileComponent>()) { BounceBulletOffShield(collisionStartEvent.entityB, collisionStartEvent.entityA); } }
private void HandleCollisionStartEvent(CollisionStartEvent collisionStartEvent) { if (collisionStartEvent.entityA.HasComponent <PlayerShieldComponent>() && collisionStartEvent.entityB.HasComponent <KamikazeComponent>()) { HandleKamikazeOnPlayer(collisionStartEvent.entityA, collisionStartEvent.entityB); } else if (collisionStartEvent.entityB.HasComponent <PlayerShieldComponent>() && collisionStartEvent.entityA.HasComponent <KamikazeComponent>()) { HandleKamikazeOnPlayer(collisionStartEvent.entityB, collisionStartEvent.entityA); } }
private void HandleCollisionStartEvent(CollisionStartEvent collisionStartEvent) { if (enemyFamily.Matches(collisionStartEvent.EntityA) && projectileFamily.Matches(collisionStartEvent.EntityB)) { EnemyHazardCollision(collisionStartEvent.EntityA, collisionStartEvent.EntityB); } if (enemyFamily.Matches(collisionStartEvent.EntityB) && projectileFamily.Matches(collisionStartEvent.EntityA)) { EnemyHazardCollision(collisionStartEvent.EntityB, collisionStartEvent.EntityA); } }
private void OrderColliders(CollisionStartEvent collisionStartEvent) { Entity entityA = collisionStartEvent.EntityA; Entity entityB = collisionStartEvent.EntityB; if (enemyFamily.Matches(entityA) && playerShipFamily.Matches(entityB)) { HandleCollisionStart(entityB, entityA); } else if (playerShipFamily.Matches(entityA) && enemyFamily.Matches(entityB)) { HandleCollisionStart(entityA, entityB); } }
void OrderColliders(CollisionStartEvent collisionStartEvent) { Entity entityA = collisionStartEvent.entityA; Entity entityB = collisionStartEvent.entityB; if (entityA.HasComponent <EnemyComponent>() && entityB.HasComponent <PlayerShieldComponent>()) { HandleCollisionStart(entityB, entityA); } else { HandleCollisionStart(entityA, entityB); } }
void OrderColliders(CollisionStartEvent collisionStartEvent) { Entity entityA = collisionStartEvent.entityA; Entity entityB = collisionStartEvent.entityB; if (!(entityA.HasComponent <EdgeComponent>()) && entityB.HasComponent <EdgeComponent>()) { HandleBounceCollision(entityB, entityA); } else if ((entityA.HasComponent <EdgeComponent>()) && !entityB.HasComponent <EdgeComponent>()) { HandleBounceCollision(entityA, entityB); } }
private void HandleCollisionStartEvent(CollisionStartEvent collisionStartEvent) { if (collisionStartEvent.entityA.HasComponent <EnemyComponent>() && !collisionStartEvent.entityA.HasComponent <ProjectileComponent>() && collisionStartEvent.entityB.HasComponent <ProjectileComponent>()) { EnemyProjectileCollision(collisionStartEvent.entityA, collisionStartEvent.entityB); } if (collisionStartEvent.entityB.HasComponent <EnemyComponent>() && !collisionStartEvent.entityB.HasComponent <ProjectileComponent>() && collisionStartEvent.entityA.HasComponent <ProjectileComponent>()) { EnemyProjectileCollision(collisionStartEvent.entityB, collisionStartEvent.entityA); } }