private void OnCollision(Physics2D_42.CollisionData collisionData) { if (GameOver) { return; } GameOver = true; Physics2D_42.Instance.active = false; Debug.Log($"Score: {Mathf.RoundToInt(points)}\nTime: {Mathf.RoundToInt(Time.timeSinceLevelLoad)}s"); }
private void OnCollision(Physics2D_42.CollisionData collisionData) { if (Abs(collisionData.normal.x) > Abs(collisionData.normal.y)) { _currentVelocity.x *= -1; } else { _currentVelocity.y *= -1; } float Abs(float a) => a >= 0 ? a : -a; }
public void OnCollision(Physics2D_42.CollisionData data) { onCollision?.Invoke(data); }