|
| void | FindBodiesAroundPoint (Vector2 point, float radius, DynamicArray< ComponentBody > result) |
| void | FindBodiesInArea (Vector2 corner1, Vector2 corner2, DynamicArray< ComponentBody > result) |
| BodyRaycastResult? | Raycast (Vector3 start, Vector3 end, float inflateAmount, Func< ComponentBody, float, bool > action) |
| override void | OnEntityAdded (Entity entity) |
| override void | OnEntityRemoved (Entity entity) |
| virtual void | Update (float dt) |
| void | AddBody (ComponentBody componentBody) |
| void | RemoveBody (ComponentBody componentBody) |
| virtual void | UpdateBody (ComponentBody componentBody) |
| void | ComponentBody_PositionChanged (ComponentFrame componentFrame) |
| virtual void | Load (ValuesDictionary valuesDictionary) |
| virtual void | Save (ValuesDictionary valuesDictionary) |
| virtual void | Dispose () |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
◆ AddBody()
◆ ComponentBody_PositionChanged()
| void Game.SubsystemBodies.ComponentBody_PositionChanged |
( |
ComponentFrame | componentFrame | ) |
|
◆ FindBodiesAroundPoint()
| void Game.SubsystemBodies.FindBodiesAroundPoint |
( |
Vector2 | point, |
|
|
float | radius, |
|
|
DynamicArray< ComponentBody > | result ) |
◆ FindBodiesInArea()
◆ OnEntityAdded()
| override void Game.SubsystemBodies.OnEntityAdded |
( |
Entity | entity | ) |
|
|
virtual |
◆ OnEntityRemoved()
| override void Game.SubsystemBodies.OnEntityRemoved |
( |
Entity | entity | ) |
|
|
virtual |
◆ Raycast()
◆ RemoveBody()
| void Game.SubsystemBodies.RemoveBody |
( |
ComponentBody | componentBody | ) |
|
◆ Update()
| virtual void Game.SubsystemBodies.Update |
( |
float | dt | ) |
|
|
virtual |
◆ UpdateBody()
| virtual void Game.SubsystemBodies.UpdateBody |
( |
ComponentBody | componentBody | ) |
|
|
virtual |
◆ m_areaByComponentBody
◆ m_areaSize
| const float Game.SubsystemBodies.m_areaSize = 8f |
|
static |
◆ m_componentBodies
| DynamicArray<ComponentBody> Game.SubsystemBodies.m_componentBodies = [] |
◆ m_componentBodiesByArea
| Dictionary<Point2, DynamicArray<ComponentBody> > Game.SubsystemBodies.m_componentBodiesByArea = [] |
◆ Bodies
◆ UpdateOrder
该类的文档由以下文件生成: