/// <summary> /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter. /// </summary> /// <param name="danmaku">the danmaku that hit the collider.</param> /// <param name="info">additional information about the collision</param> protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info) { if (affected.Contains(danmaku)) return; danmaku.ClearControllers(); affected.Add(danmaku); }
/// <summary> /// Handles a Danmaku collision. Only ever called with Danmaku that pass the filter. /// </summary> /// <param name="danmaku">the danmaku that hit the collider.</param> /// <param name="info">additional information about the collision</param> protected override void DanmakuCollision(Danmaku danmaku, RaycastHit2D info) { if (affected.Contains(danmaku)) { return; } danmaku.ClearControllers(); affected.Add(danmaku); }