/// <summary> /// When an object collides with the grip, we check to see if it's a compatible character, and if yes, we change its state to Gripping /// </summary> /// <param name="collider">Collider.</param> protected virtual void OnTriggerEnter2D(Collider2D collider) { CharacterGrip characterGrip = collider.gameObject.GetComponentNoAlloc <CharacterGrip>(); if (characterGrip == null) { return; } characterGrip.StartGripping(this); }
/// <summary> /// When an object collides with the grip, we check to see if it's a compatible character, and if yes, we change its state to Gripping /// </summary> /// <param name="collider">Collider.</param> protected virtual void OnTriggerEnter2D(Collider2D collider) { CharacterGrip characterGrip = collider.gameObject.MMGetComponentNoAlloc <Character>()?.FindAbility <CharacterGrip>(); if (characterGrip == null) { return; } characterGrip.StartGripping(this); if (_mmPathMovement != null) { _mmPathMovement.CanMove = true; } }