private void UpdateRotation() { Func <CollisionData, bool> onCollision = collisionData => { if (collisionData.OtherCollider.Body.GameObject is Player) { Level.Reset(); } return(false); }; if (rotation == 0) { body.AddCollider(new RectangleCollider(body, CollisionGroup.Ground, new Vector2(0, BlockWidth - height), new Vector2(BlockWidth, height), onCollision)); } else if (rotation == 1) { body.AddCollider(new RectangleCollider(body, CollisionGroup.Ground, new Vector2(0, 0), new Vector2(height, BlockWidth), onCollision)); } else if (rotation == 2) { body.AddCollider(new RectangleCollider(body, CollisionGroup.Ground, new Vector2(0, 0), new Vector2(BlockWidth, height), onCollision)); } else if (rotation == 3) { body.AddCollider(new RectangleCollider(body, CollisionGroup.Ground, new Vector2(BlockWidth - height, 0), new Vector2(height, BlockWidth), onCollision)); } }
public void Die() { Level.Reset(); }