Simatic EKB Install 2012

June 11, 2022 Off By Deriel

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Mar 8, 2012
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Mar 8, 2013
Simatic EKB Install 2013-03-08 – Free download as Text File (.txt), PDF File (.pdf) or read online for free.
Mar 8, 2013
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Game-Object and rigidbody physics on XNA

I am currently working on a Game-object and rigidbody component in XNA.
It works like this:

A Game-object is created via new Game-object().
It is created without a rigidbody component.
When a rigidbody is spawned on the game-object, it will instantiate the rigidbody.
When the rigidbody is destroyed, it will delete the rigidbody.

The rigidbody is instantiated from on update as follows:
if (MyRigidbody!= null)
{
MyRigidbody.RemoveFromArray(MyGameObject, MyGameObject);
MyGameObject.AddRigidBody(MyRigidbody);
}

It works well.
However, I need to know when the Game-object is deleted. So far I have achieved this by overriding OnDetach in the game-object and deleting the rigidbody from the array when this method is called.
This works fine but I find this hard to maintain. The reason for this is that I also have to implement OnUpdate in the rigidbody so that the rigidbody isn’t affected by the game-object moving about and I have to make sure that the rigidbody is deleted from the game-object before the Game-object is destroyed.
If anyone could give me any advice on an alternative approach I would really appreciate it.

A:

From a user’s perspective, it sounds like you want to clean up after yourself.
A simple way would be to make a field public that points to the physics component on the game object, and
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