本文整理汇总了C#中ISpace.Add方法的典型用法代码示例。如果您正苦于以下问题:C# ISpace.Add方法的具体用法?C# ISpace.Add怎么用?C# ISpace.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ISpace
的用法示例。
在下文中一共展示了ISpace.Add方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnAdditionToSpace
public void OnAdditionToSpace(ISpace newSpace)
{
foreach(OperationalMachine o in machines)
newSpace.Add(o);
foreach(BaseModel m in models)
newSpace.Add(m);
}
示例2: OnAdditionToSpace
public void OnAdditionToSpace(ISpace newSpace)
{
newSpace.Add(Model);
newSpace.Add(joint);
Model.Ent.CollisionInformation.Events.PairTouching += onCollision;
}
示例3: OnAdditionToSpace
public override void OnAdditionToSpace(ISpace newSpace)
{
//Add any supplements to the space too.
newSpace.Add(Body);
newSpace.Add(HorizontalMotionConstraint);
newSpace.Add(VerticalMotionConstraint);
//This character controller requires the standard implementation of Space.
((Space)newSpace).BoundingBoxUpdater.Finishing += ExpandBoundingBox;
Body.AngularVelocity = new Vector3();
Body.LinearVelocity = new Vector3();
}
示例4:
void ISpaceObject.OnAdditionToSpace(ISpace newSpace)
{
//if(Ent != null)
newSpace.Add(Ent);
//else
// newSpace.Add(mesh);
}
示例5: OnAdditionToSpace
internal void OnAdditionToSpace(ISpace space)
{
//Make sure it doesn't collide with anything.
shape.OnAdditionToSpace(space);
shape.UpdateDetectorPosition(); //Need to put the detectors in appropriate locations before adding since otherwise overloads the broadphase
space.Add(shape.detector);
}
示例6: OnAdditionToSpace
public override void OnAdditionToSpace(ISpace s)
{
foreach(WeldJoint j in joints)
s.Add(j);
s.Add(baseJoint);
base.OnAdditionToSpace(s);
}
示例7: OnAdditionToSpace
/// <summary>
/// Sets up the vehicle's information when being added to the space.
/// Called automatically when the space adds the vehicle.
/// </summary>
/// <param name="newSpace">New owning space.</param>
public override void OnAdditionToSpace(ISpace newSpace)
{
newSpace.Add(body);
foreach (Wheel wheel in Wheels)
{
wheel.OnAdditionToSpace(newSpace);
}
}
示例8: OnAdditionToSpace
/// <summary>
/// Adds the motors to the space. Called automatically.
/// </summary>
public override void OnAdditionToSpace(ISpace newSpace)
{
newSpace.Add(LinearMotor);
}
示例9:
void ISpaceObject.OnAdditionToSpace(ISpace newSpace)
{
//newSpace.Add(m1);
//newSpace.Add(m2);
if(motor != null)
newSpace.Add(motor);
newSpace.Add(Ent);
GameManager.Space.DuringForcesUpdateables.Starting += updateVelocities;
}
示例10: OnAdditionToSpace
public override void OnAdditionToSpace(ISpace newSpace)
{
foreach(WeldJoint j in joints)
newSpace.Add(j);
base.OnAdditionToSpace(newSpace);
}
示例11: OnAdditionToSpace
/// <summary>
/// Adds the BeltPiece to an ISpace.
/// </summary>
/// <param name="newSpace"></param>
public void OnAdditionToSpace(ISpace newSpace)
{
foreach(BaseModel m in models.Union(tubes))
newSpace.Add(m);
}
示例12: OnAdditionToSpace
public virtual void OnAdditionToSpace(ISpace newSpace)
{
foreach(BaseModel m in modelList)
if(m.Ent.Space == null)
newSpace.Add(m);
foreach(Tube t in tubeList)
newSpace.Add(t);
foreach(Button b in inputs.FindAll(v => { return v is Button; }))
if(b.Model.Ent.Space == null)
newSpace.Add(b);
(newSpace as Space).DuringForcesUpdateables.Starting += updateVelocities;
}
示例13: OnAdditionToSpace
public override void OnAdditionToSpace(ISpace newSpace)
{
//Add any supplements to the space too.
newSpace.Add(Body);
//This character controller requires the standard implementation of Space.
((Space)newSpace).BoundingBoxUpdater.Finishing += ExpandBoundingBox;
}
示例14: OnAdditionToSpace
public override void OnAdditionToSpace(ISpace s)
{
s.Add(baseJoint);
s.Add(rotateJoint);
foreach(WeldJoint j in welds)
s.Add(j);
base.OnAdditionToSpace(s);
}