Fixed inconsistent physics callback

This commit is contained in:
Antoine Pilote
2024-04-18 23:30:46 -04:00
parent c981b45cac
commit 5cb99f7ef6
4 changed files with 17 additions and 7 deletions

View File

@@ -174,17 +174,17 @@ namespace Nuake
auto& scriptingEngineNet = ScriptingEngineNet::Get();
auto& physicsManager = PhysicsManager::Get();
const auto& collisions = physicsManager.GetCollisions();
const auto collisions = physicsManager.GetCollisions();
for (const auto& col : collisions)
{
Entity entity1 = { (entt::entity)col.Entity1, m_Scene };
Entity entity2 = { (entt::entity)col.Entity2, m_Scene };
if (entity1.IsValid() && scriptingEngineNet.HasEntityScriptInstance(entity1))
{
auto scriptInstance = scriptingEngineNet.GetEntityScript(entity1);
scriptInstance.InvokeMethod("OnCollisionInternal", (int)col.Entity1, (int)col.Entity2);
}
}
physicsManager.GetWorld()->ClearCollisionData();
}
}