/// <summary> /// Allows a collision event to occur. /// </summary> public virtual void FoundCollision(Engine engine, Cube collision, Vector3 direction) { }
public void AddCube(Cube Cube) { CubeAddBuffer.Add(Cube); }
public void RemoveCube(Cube Cube) { CubeRemoveBuffer.Add(Cube); }
/// <summary> /// Runs when another cube steps on this cube. /// </summary> public virtual void Overlap(Engine engine, Cube otherCube) { }
public void RemoveCube(Cube Cube) { CubeRemoveBuffer.Add(Cube); }
public void AddCube(Cube Cube) { CubeAddBuffer.Add(Cube); }
public override void FoundCollision(Engine engine, Cube collision, Vector3 direction) { collision.Collide(engine, this, direction); }
/// <summary> /// Runs when another cube steps on this cube. /// </summary> public virtual void Overlap(Engine engine, Cube otherCube) { }