/// <summary> /// Raises the trigger event. /// </summary> /// <param name="trigger">Trigger.</param> /// <param name="my">My.</param> /// <param name="other">Other.</param> public void OnTrigger(AiState.Trigger trigger, Collider2D my, Collider2D other) { if (currentState == null) { Debug.Log("Current sate is null"); } currentState.OnTrigger(trigger, my, other); }
/// <summary> /// Raises the trigger event. /// </summary> /// <param name="trigger">Trigger.</param> /// <param name="my">My.</param> /// <param name="other">Other.</param> public override bool OnTrigger(AiState.Trigger trigger, Collider2D my, Collider2D other) { if (base.OnTrigger(trigger, my, other) == false) { switch (trigger) { case AiState.Trigger.TriggerStay: TriggerStay(my, other); break; case AiState.Trigger.TriggerExit: TriggerExit(my, other); break; } } return(false); }