protected virtual void Awake() { GameOverseer.Instance.PhysicsManager.AddCollider2DToPhysicsManager(this); AssociatedPhysicsComponent = GetComponent <CustomPhysics2D>(); if (AssociatedPhysicsComponent && AssignedCollisionType != ECollisionType.PHYSICS) { Debug.LogWarning("Your collider contains a physics component, but is not set to CollisionType - 'Physics'. Are you sure this is correct?"); } else if (!AssociatedPhysicsComponent && AssignedCollisionType == ECollisionType.PHYSICS) { Debug.LogWarning("You collider does not contain a Physics component, but is assigned to CollisionType - 'Physics'. This can not work"); } PreviousBounds = CollisionFactory.GetNewBoundsInstance(AssociatedBounds.CollisionShape); UpdateColliderBounds(); //We want to update the collider bounds on awake PreviousBounds.CopyBoundsFrom(AssociatedBounds); //Make an exact copy for the first iteration }
/// <summary> /// This mehtod must be called to properly check for collisions /// </summary> /// <param name="BoundsToAssign"></param> public void AssignHitboxBounds(CollisionFactory.Bounds BoundsToAssign) { this.AssociatedBounds = BoundsToAssign; }
/// <summary> /// This method needs to be called to appropriately run collision methods for our collider /// </summary> /// <param name="BoundsToAssign"></param> protected void AssignBoundsToCollider(CollisionFactory.Bounds BoundsToAssign) { this.AssociatedBounds = BoundsToAssign; }