private void ProcessEntry(Collider2D collider2D, bool enter) { if (collider2D.gameObject.layer != Globals.BIPED_LAYER) { return; } if (enter) { Chamber.SetWeaponsActive(true); if (_hasBeenEntered && _allowOneEntry) { return; } Biped biped = collider2D.gameObject.GetComponent <Biped>(); biped.Player.AddPoints(PointType.Chamber); AdvanceGeneration(); _hasBeenEntered = true; } else if (collider2D.gameObject.activeSelf) { Chamber.SetWeaponsActive(false); } }