void OnTriggerEnter(Collider collider) { if (collider.GetComponent <WalkingUnit>() && collider.GetComponent <WalkingUnit>().HasInventory()) { NearsWalkingUnits.Add(collider.GetComponent <WalkingUnit>()); } }
void OnTriggerExit(Collider collider) { if (collider.GetComponent <WalkingUnit>() && collider.GetComponent <WalkingUnit>().HasInventory()) { NearsWalkingUnits.Remove(collider.GetComponent <WalkingUnit>()); } }