void OnTriggerStay2D(Collider2D col) { string tag = col.tag; colliderObject = (actual != tag) ? ColliderFactory(tag) : colliderObject; if (null != colliderObject) { colliderObject.IsColliding(col); actual = tag; } }
internal bool ResolveOneCollision(ICollider collider, out Collision collision) { foreach (ICollider other in Space.GetAllItemsInRange(collider).Where(other => other != collider && other.Active && !other.Unphysical)) { if (collider.IsColliding(other, out collision)) { return(true); } } collision = Collision.Empty; return(false); }