private void OnTriggerEnter(Collider other) { if (LayerMaskEX.IsInLayerMask(other.gameObject.layer, playerLayer)) { Debug.Log("Drop Collected"); } }
private void OnCollisionEnter(Collision collision) { if (LayerMaskEX.IsInLayerMask(collision.gameObject.layer, canDamage)) { Damage(); } }
private void OnTriggerExit(Collider other) { if (LayerMaskEX.IsInLayerMask(other.gameObject.layer, playerLayer)) { Exit(); } }
private void OnTriggerEnter(Collider other) { if (LayerMaskEX.IsInLayerMask(other.gameObject.layer, playerLayer)) { Enter(thisBase); } }
//public LayerMask contain; private void OnTriggerExit(Collider other) { if (LayerMaskEX.IsInLayerMask(other.gameObject.layer, destroy)) { //convert to recycle, need to create pool for bullets Destroy(other.gameObject); } }
private void OnTriggerEnter(Collider other) { //if the correct layer interacts with this change scene if (LayerMaskEX.IsInLayerMask(other.gameObject, triggerLayer)) { Change(); } }
private void OnCollisionEnter(Collision collision) { if (LayerMaskEX.IsInLayerMask(collision.gameObject.layer, canDamage)) { PlayerDestroyed(pointValue); } Recycle(gameObject); }
private void OnTriggerEnter(Collider other) { if (LayerMaskEX.IsInLayerMask(other.gameObject.layer, enemyLayer)) { //Debug.Log("<color=red>Enemy entered Radar</color>"); enemies.Add(other.gameObject); if (currentEnemy == null) { currentEnemy = FindNewTarget(); NextTarget(currentEnemy); } } }