public static bool EnemyWithParticleSystem(ParticleSystem system, Sprite enemy) { //Get the list of active particles' bounding spheres. List<BoundingSphere> pSpheres = system.GetActiveParticlesSpheres(); //Check the particle spheres against the enemy's general bounding sphere foreach (BoundingSphere s in pSpheres) //If there is a collision if (s.Intersects(enemy.generalBoundingSphere)) { //Check the more detailed spheres foreach (BoundingSphere es in enemy.boundingSphereList) if (s.Intersects(es)) return true; } return false; }
public static bool EnemyWithParticleSystem(ParticleSystem system, Sprite enemy) { //Get the list of active particles' bounding spheres. List <BoundingSphere> pSpheres = system.GetActiveParticlesSpheres(); //Check the particle spheres against the enemy's general bounding sphere foreach (BoundingSphere s in pSpheres) { //If there is a collision if (s.Intersects(enemy.generalBoundingSphere)) { //Check the more detailed spheres foreach (BoundingSphere es in enemy.boundingSphereList) { if (s.Intersects(es)) { return(true); } } } } return(false); }