public CollideSequence(RoomScene room) { this.room = room; this.broad = new CollideBroad(); // Build the Collision Pool //this.pool = ArrayPool<int>.Shared; }
public void RunBroadSequence(byte roomId, Dictionary <byte, Dictionary <int, GameObject> > objects) { this.objectList[roomId].Clear(); CollideBroad.SweepObjectGroup(this.objectList[roomId], objects[(byte)LoadOrder.Platform]); CollideBroad.SweepObjectGroup(this.objectList[roomId], objects[(byte)LoadOrder.Enemy]); CollideBroad.SweepObjectGroup(this.objectList[roomId], objects[(byte)LoadOrder.Item]); CollideBroad.SweepObjectGroup(this.objectList[roomId], objects[(byte)LoadOrder.Character]); CollideBroad.SweepObjectGroup(this.objectList[roomId], objects[(byte)LoadOrder.Projectile]); // Sort the Object List by X-Position this.objectList[roomId].Sort(this.comparePos); // Run PassToNarrow Sequence CollideBroad.PassToNarrow(this.objectList[roomId]); }