refactor: Possible Bugs
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@ -12,17 +12,15 @@ public class Collider2DCircleBehaviour : BehaviourOverride, ICircleCollider2D
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public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
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public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Circle CircleWorld { get; protected set; } = new(Vector2D.Zero, 1f);
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public Circle CircleLocal { get; set; } = new(Vector2D.Zero, 1f);
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public IRigidBody2D? RigidBody2D { get; set; } = null;
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ITransform IAssignableTransform.Transform => GameObject.Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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ITransform IAssignableTransform.Transform => Transform;
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Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
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public virtual void Recalculate() => CircleWorld = Transform.TransformCircle(CircleLocal).Displace(Transform.Position);
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}
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@ -12,8 +12,6 @@ public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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public Action<ICollider2D, ICollider2D>? OnCollisionPreResolve { get; set; } = null;
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public Action<ICollider2D, ICollider2D>? OnCollisionResolved { get; set; } = null;
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public Action<IAssignableTransform>? OnTransformAssigned { get; set; } = null;
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public Shape ShapeWorld => _shapeWorld;
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public Shape ShapeLocal { get; set; } = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
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@ -21,9 +19,9 @@ public class Collider2DShapeBehaviour : BehaviourOverride, IShapeCollider2D
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protected Shape _shapeWorld = new([new(1f, 1f), new(-1f, 1f), new(-1f, -1f), new(1f, -1f)]);
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ITransform IAssignableTransform.Transform => GameObject.Transform;
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public bool Assign(ITransform transform) => GameObject.Assign(transform);
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ITransform IAssignableTransform.Transform => Transform;
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Action<IAssignableTransform>? IAssignableTransform.OnTransformAssigned { get => GameObject.OnTransformAssigned; set => GameObject.OnTransformAssigned = value; }
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bool IAssignableTransform.Assign(ITransform transform) => GameObject.Assign(transform);
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public virtual void Recalculate() => Transform.TransformShape(ShapeLocal, ref _shapeWorld);
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}
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