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https://github.com/aharabada/glitchy-engine-beef.git
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Add OnCollisionLeave2D
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@@ -235,6 +235,57 @@ namespace GlitchyEngine.World
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scriptOfRigidbodyB?.Instance?.InvokeOnCollisionEnter2D(collision);
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}
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};
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_contactListener.endContactCallback = (contact, userData) => {
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var fixtureA = Contact.GetFixtureA(contact);
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var fixtureB = Contact.GetFixtureB(contact);
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var bodyA = Fixture.GetBody(fixtureA);
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var bodyB = Fixture.GetBody(fixtureB);
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// Cast is obviously 64bit only
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var colliderEntityHandleA = (EcsEntity)(uint)Fixture.GetUserData(fixtureA);
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var colliderEntityHandleB = (EcsEntity)(uint)Fixture.GetUserData(fixtureB);
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Entity colliderEntityA = .(colliderEntityHandleA, ScriptEngine.Context);
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Entity colliderEntityB = .(colliderEntityHandleB, ScriptEngine.Context);
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// Cast is obviously 64bit only
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var rigidbodyEntityHandleA = (EcsEntity)(uint)Body.GetUserData(bodyA);
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var rigidbodyEntityHandleB = (EcsEntity)(uint)Body.GetUserData(bodyB);
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Entity rigidbodyEntityA = .(rigidbodyEntityHandleA, ScriptEngine.Context);
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Entity rigidbodyEntityB = .(rigidbodyEntityHandleB, ScriptEngine.Context);
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bool fireEventA = colliderEntityA.TryGetComponent<ScriptComponent>(let scriptOfColliderA);
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fireEventA |= rigidbodyEntityA.TryGetComponent<ScriptComponent>(let scriptOfRigidbodyA);
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if (fireEventA)
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{
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Collision2D collision = .();
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collision.Entity = colliderEntityA.UUID;
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collision.OtherEntity = colliderEntityB.UUID;
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collision.Rigidbody = rigidbodyEntityA.UUID;
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collision.OtherRigidbody = rigidbodyEntityB.UUID;
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scriptOfColliderA?.Instance?.InvokeOnCollisionLeave2D(collision);
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scriptOfRigidbodyA?.Instance?.InvokeOnCollisionLeave2D(collision);
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}
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bool fireEventB = colliderEntityB.TryGetComponent<ScriptComponent>(let scriptOfColliderB);
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fireEventB |= rigidbodyEntityB.TryGetComponent<ScriptComponent>(let scriptOfRigidbodyB);
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if (fireEventB)
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{
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Collision2D collision = .();
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collision.Entity = colliderEntityB.UUID;
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collision.OtherEntity = colliderEntityA.UUID;
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collision.Rigidbody = rigidbodyEntityB.UUID;
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collision.OtherRigidbody = rigidbodyEntityA.UUID;
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scriptOfColliderB?.Instance?.InvokeOnCollisionLeave2D(collision);
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scriptOfRigidbodyB?.Instance?.InvokeOnCollisionLeave2D(collision);
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}
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};
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World.SetContactListener(_physicsWorld2D, &_contactListener);
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