private void OnTriggerExit2D(Collider2D other) { if (other.gameObject.tag != "Player") { TriggerExit?.Invoke(this, other.gameObject); } }
public void OnTriggerExit(Collider other) { if (CheckLayer(other)) { TriggerExit?.Invoke(other); } }
private void OnTriggerExit(Collider other) { var entity = other.GetComponentInParent <IGameEntity>(); if (entity != null && TriggerExit != null) { TriggerExit?.Invoke(entity); } }
protected virtual void OnTriggerExit(EventArgs e) { Log("Exited trigger: " + _name); if (debugLevel > 1) { ShowMessage("Exited trigger: " + ToString()); } TriggerExit?.Invoke(this, index, e); }
internal void OnTriggerExit(Collider collider) { TriggerExit?.Invoke(collider); var rigidbody = AttachedRigidBody; if (rigidbody) { rigidbody.OnTriggerExit(collider); } }
internal void Trigger(Collider2D other, CollisionPairState state) { if (state.enter) { TriggerEnter?.Invoke(other); } if (state.stay) { TriggerStay?.Invoke(other); } if (state.exit) { TriggerExit?.Invoke(other); } }
void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerExit = GetComponent <TriggerExit>(); _input = GetComponentInParent <InputHandler>(); _collider = GetComponent <Collider>(); _triggerOverlap.OnTrigger += DisplayInteraction; _triggerExit.OnExit += HideInteraction; _input.OnInteract += ExecuteInteraction; }
private void OnTriggerExit(Collider collider) { TriggerExit?.Invoke(gameObject, collider); }
internal void OnTriggerExit(Collider collider) { TriggerExit?.Invoke(collider); }
private void OnTriggerExit(Collider other) { TriggerExit.Invoke(); }
private void OnTriggerExit(Collider other) => TriggerExit?.Invoke(other);
private void OnTriggerExit() { TriggerExit.Invoke(); Debug.Log("You have left the trigger zone"); }
private void OnTriggerExit(Collider other) { TriggerExit?.Invoke(this, new TriggerEventArgs(other)); }
public void OnTriggerExit(Collider other) { TriggerExit.SafeInvoke(other); }
private void OnTriggerExit(Collider col) { TriggerExit?.Invoke(col.gameObject); }
private void OnTriggerExit2D(Collider2D other) { TriggerExit?.Invoke(this, other.gameObject); }
private void OnTriggerExit2D(Collider2D other) { TriggerExit?.Invoke(other); }
public void RaiseTriggerExit(Collider other) { TriggerExit?.Invoke(other); }
void OnTriggerExit(Collider collider) => TriggerExit?.Invoke(collider);