void CodeBlockCollided() { currentlyColliding = true; meshOutline.enabled = true; particleSystemDummyObject.transform.position = codeBlockInCollision.gameObject.GetComponent <Transform>().position; codeBlockInCollision.GetComponent <ManipulationHandler>().OnManipulationEnded.AddListener(CheckIfStillInCollision); }
void OnTriggerExit(Collider other) { currentlyColliding = false; meshOutline.enabled = false; codeBlockInCollision?.GetComponent <ManipulationHandler>().OnManipulationEnded.RemoveListener(CheckIfStillInCollision); codeBlockInCollision = null; }