// used when attaching to a controllable block if one is below us bool AttachToBlock(Collider2D potential_controllable) { controlled_block = potential_controllable.gameObject.GetComponent <Controllable>(); // check if someone is already in the weapon if (controlled_block.IsOccupied() || PhaseManager.S.gameOver) { return(false); } controlled_block.AttachUser(this); rigid.velocity = Vector3.zero; form = PlayerForm.Controlling; // JF: Disable tooltip controlled_block.image.enabled = false; // successfully attached! return(true); }