I obviously used
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virtual uint64 GetEventMask() const override
{
return BIT64(ENTITY_EVENT_START_GAME) | BIT64(ENTITY_EVENT_UPDATE) | BIT64(ENTITY_EVENT_COLLISION);
}
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virtual void ProcessEvent(SEntityEvent &event) override
{
if (event.event)
{
//Collision is being catched properly
}
}
In previous system in IGameObjectExtension there was HandleEvent method that had SGameObjectEvent parameter, and this parameter had pointer to the collider.
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event.ptr