private void OnTriggerExit(Collider other) { IFanpPlatform fanplat = other.GetComponent <IFanpPlatform>(); if (fanplat != null) { distance = 0; } }
private void OnTriggerStay(Collider other) { IFanpPlatform fanplat = other.GetComponent <IFanpPlatform>(); if (fanplat != null) { float fanDistance = calculateFanForce(other.transform.position); Vector3 eForce = direction * (pushSpeed - distance * distanceMultiplier) * Time.deltaTime; // DO clamping if using add force fanplat.ApplyFanForce(eForce, maxFanSpeed); } }