BreakableBody
Declaration
public class tainicom.Aether.Physics2D.Common.PhysicsLogic.BreakableBody
A type of body that supports multiple fixtures that can break apart.
Constructors
BreakableBody
void BreakableBody(World world, IEnumerable<Vertices> vertices, float density, Vector2 position = null, float rotation = 0)
Parameters:
| Name | Type | Description |
|---|---|---|
world |
tainicom.Aether.Physics2D.Dynamics.World |
|
vertices |
System.Collections.Generic.IEnumerable |
|
density |
System.Single |
|
position |
Strawberry.Math.Vector2 = null |
|
rotation |
System.Single = 0 |
BreakableBody
void BreakableBody(World world, IEnumerable<Shape> shapes, Vector2 position = null, float rotation = 0)
Parameters:
| Name | Type | Description |
|---|---|---|
world |
tainicom.Aether.Physics2D.Dynamics.World |
|
shapes |
System.Collections.Generic.IEnumerable |
|
position |
Strawberry.Math.Vector2 = null |
|
rotation |
System.Single = 0 |
BreakableBody
void BreakableBody(World world, Vertices vertices, float density, Vector2 position = null, float rotation = 0)
Parameters:
| Name | Type | Description |
|---|---|---|
world |
tainicom.Aether.Physics2D.Dynamics.World |
|
vertices |
tainicom.Aether.Physics2D.Common.Vertices |
|
density |
System.Single |
|
position |
Strawberry.Math.Vector2 = null |
|
rotation |
System.Single = 0 |
Properties
World
World World { get }
MainBody
Body MainBody { get }
State
BreakableBodyState State { get }
Fields
Parts
List<Fixture> Parts
Strength
The force needed to break the body apart. Default: 500
float Strength
Methods
Update
void Update()
Nested Types
tainicom.Aether.Physics2D.Common.PhysicsLogic.BreakableBody.BreakableBodyState
Unbroken static
BreakableBodyState Unbroken = 0
ShouldBreak static
BreakableBodyState ShouldBreak = 1
Broken static
BreakableBodyState Broken = 2