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tiled content pipeline bugfixes & new fields #841
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Original file line number | Diff line number | Diff line change |
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@@ -6,6 +6,7 @@ | |
using Microsoft.Xna.Framework; | ||
using MonoGame.Extended.Collisions.Layers; | ||
using MonoGame.Extended.Collisions.QuadTree; | ||
using Newtonsoft.Json.Linq; | ||
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namespace MonoGame.Extended.Collisions | ||
{ | ||
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@@ -97,6 +98,50 @@ public override void Update(GameTime gameTime) | |
} | ||
} | ||
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/// <summary> | ||
/// Cast an actor's colliders in a direction and check for collisions. | ||
/// </summary> | ||
/// <param name="actors">The list of actor colliders to cast.</param> | ||
/// <param name="move">Normalized vector representing the direction to cast each shape.</param> | ||
/// <param name="hitBuffer">Buffer to receive results.</param> | ||
/// <param name="distance">Maximum distance over which to cast the Collider(s).</param> | ||
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 move, List<CollisionEventArgs> hitBuffer, float distance) | ||
{ | ||
hitBuffer.Clear(); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Does it matter that hitBuffer.Clear() isn't called in the 2nd Cast? What if someone calls the 2nd public method instead, then the hitBuffer won't get cleared right? |
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Vector2 offset = move.NormalizedCopy() * distance; | ||
return Cast(actors, offset, hitBuffer); | ||
} | ||
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/// <summary> | ||
/// Cast an actor's colliders in a direction and check for collisions. | ||
/// </summary> | ||
/// <param name="actors">The list of actor colliders to cast.</param> | ||
/// <param name="offset">Vector representing the translation to use for each cast.</param> | ||
/// <param name="hitBuffer">Buffer to receive results.</param> | ||
public int Cast(IEnumerable<ICollisionActor> actors, Vector2 offset, List<CollisionEventArgs> hitBuffer) | ||
{ | ||
foreach (ICollisionActor actor in actors) | ||
{ | ||
try | ||
{ | ||
actor.Bounds.Position += offset; | ||
foreach ((_, Layer secondLayer) in _layerCollision) | ||
{ | ||
if (!secondLayer.Space.Contains(actor)) continue; | ||
foreach (ICollisionActor other in secondLayer.Space.Query(actor.Bounds.BoundingRectangle)) | ||
if (actor != other && actor.Bounds.Intersects(other.Bounds)) | ||
{ | ||
CollisionEventArgs collisionInfo = new() { Other = other, PenetrationVector = CalculatePenetrationVector(actor.Bounds, other.Bounds) }; | ||
hitBuffer.Add(collisionInfo); | ||
} | ||
} | ||
} | ||
finally { actor.Bounds.Position -= offset; } | ||
} | ||
return hitBuffer.Count; | ||
} | ||
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/// <summary> | ||
/// Inserts the target into the collision tree. | ||
/// The target will have its OnCollision called when collisions occur. | ||
|
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Is MonoGame.Extended trying to stay AOT compliant?
This article on MonoGame says that Newtonsoft json are not AOT compliant for console? Also that Linq should be avoided? Also, why Newtonsoft's Linq vs System.Linq?
https://docs.monogame.net/articles/preparing_for_consoles.html