示例#1
0
    private void Start()
    {
        _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits);
        _csQuad   = new CollisionSystemQuadTree(_quadTree);

        for (int i = 0; i < MaxBodies; i++)
        {
            var body = GameObject.Instantiate <DemoPhysicsBody>(DemoPhysicsBody);
            body.transform.position = new Vector3(Random.Range(0, WorldSize.x), 0, Random.Range(0, WorldSize.y));
            _csBrute.AddBody(body);    // add body to CollisionSystemBrute
            _csQuad.AddBody(body);
            _quadTree.AddBody(body);   // add body to QuadTree
            _quadTreeBodies.Add(body); // cache bodies so we can refresh the tree in update
        }
    }
示例#2
0
    private void Start()
    {
        //Checking game objects tag. Because we want to instantiate to main object(DemoPhysicsBody)
        if (gameObject.CompareTag("Generator"))
        {
            MaxBodies = UIContoller.uIContoller.MaxBodies;
            _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits);
            _csQuad   = new CollisionSystemQuadTree(_quadTree);

            //Instantiating game objects
            for (int i = 0; i < MaxBodies; i++)
            {
                InstantiateObj();
            }
        }
    }
示例#3
0
    private void Start()
    {
        _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits);
        _csQuad   = new CollisionSystemQuadTree(_quadTree);

        //Başlangıçta belirttiğimiz kadar circleyi rasgele pozisyonlarla yerleştirdik
        for (int i = 0; i < MaxBodies; i++)
        {
            var body = GameObject.Instantiate <PhysicsBody> (PhysicsBody);
            body.transform.parent = GameObject.FindGameObjectWithTag("objects").transform;

            var posX = Random.Range(0, WorldSize.x);
            var posY = Random.Range(0, WorldSize.y);
            body.transform.position = new Vector2(posX, posY);

            var lScale = Random.Range(1, MaxScaleSize);
            body.transform.localScale = new Vector2(lScale, lScale);
        }
    }
示例#4
0
 private void Start()
 {
     _quadTree = new QuadTree(new Rect(0, 0, WorldSize.x, WorldSize.y), BodiesPerNode, MaxSplits);
     _csQuad   = new CollisionSystemQuadTree(_quadTree);
     AddObject();
 }