void Actor_OnAddedToSolver(object sender, ObiActor.ObiActorSolverArgs e) { // when both actors are in the same solver, add stitches. if (actor1.InSolver && actor2.InSolver) { if (actor1.Solver != actor2.Solver) { Debug.LogError("ObiStitcher cannot handle actors in different solvers."); return; } this.AddToSolver(null); } }
void Emitter_OnRemovedFromSolver(object sender, ObiActor.ObiActorSolverArgs e) { e.Solver.OnFrameEnd -= E_Solver_OnFrameEnd; }
void Emitter_OnAddedToSolver(object sender, ObiActor.ObiActorSolverArgs e) { e.Solver.OnFrameEnd += E_Solver_OnFrameEnd; }
void Actor_OnRemovedFromSolver(object sender, ObiActor.ObiActorSolverArgs e) { // when any actor is removed from solver, remove stitches. this.RemoveFromSolver(null); }
void Emitter_OnRemovedFromSolver(object sender, ObiActor.ObiActorSolverArgs e) { e.Solver.OnFluidUpdated -= Solver_OnFluidUpdated; }
void Emitter_OnAddedToSolver(object sender, ObiActor.ObiActorSolverArgs e) { e.Solver.OnFluidUpdated += Solver_OnFluidUpdated; }