Universe.Physics.BulletSPlugin.BSPhysObject.SubscribeEvents C# (CSharp) Method

SubscribeEvents() public method

public SubscribeEvents ( int ms ) : void
ms int
return void
        public override void SubscribeEvents(int ms)
        {
            // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
            SubscribedEventsMs = ms;
            if (ms > 0)
            {
                // make sure first collision happens
                NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);

                PhysicsScene.TaintedObject(LocalID, TypeName + ".SubscribeEvents", delegate()
                {
                    if (PhysBody.HasPhysicalBody)
                        CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody,
                            CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
                });
            }
            else
            {
                // Subscribing for zero or less is the same as unsubscribing
                UnSubscribeEvents();
            }
        }