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hub / github.com/TanTanDev/runity / EntityTrackCollision

Method EntityTrackCollision

unity/Runity/World.cs:141–155  ·  view source on GitHub ↗
(UInt64 a_identifierBits)

Source from the content-addressed store, hash-verified

139 }
140
141 public void EntityTrackCollision(UInt64 a_identifierBits) {
142 RustyGameObject rustyGameObject;
143 if(m_gameObjects.TryGetValue(a_identifierBits, out rustyGameObject)) {
144 var collisionTracker = rustyGameObject.GameObject.AddComponent<CollisionTrackerComponent>();
145 collisionTracker.OwnerEntityIdBits = a_identifierBits;
146 collisionTracker.CollisionEvents = new Queue<CollisionEvent>();
147 UnityEngine.Debug.Log("added collision tracker, data = " + collisionTracker);
148 //var transform = gameObject.GetComponentFromId<UnityEngine.Transform>(0);
149 //transform.position = a_transform.ToVector3();
150 //transform.position = new UnityEngine.Vector3(a_transform.x, a_transform.y, a_transform.z);//a_transform.y, a_transform.z);
151 } else {
152 UnityEngine.Debug.Log("failed to add entity track colision entity does not exist");
153 // UnityEngine.Debug.LogWarning("failed to upload transform to gameobject(No such entity) with id: " + a_identifier);
154 }
155 }
156
157 // todo, move to seperate file
158 [StructLayout(LayoutKind.Sequential)]

Callers

nothing calls this directly

Calls

no outgoing calls

Tested by

no test coverage detected