protected virtual void RouteCollision(ContactTiming timing, Collision2D collision) { // What happens if the array is too small? int contacts = collision.contactCount; collision.GetContacts(lastCollisionContacts); foreach (var contact in lastCollisionContacts) { Vector2 roughTilePosition = new Vector2(contact.point.x - 0.01f * contact.normal.x, contact.point.y - 0.01f * contact.normal.y); //tilemap.WorldToCell(roughTilePosition); } }
protected virtual void RouteTrigger(ContactTiming timing, Collider2D other) { // Is this actually gonna get used...? other.GetComponent <ITileCollidable>().OnTrigger(timing, other); }
public void OnCollision(ContactTiming timing, Collision2D collision) { throw new System.NotImplementedException(); }
public void OnTrigger(ContactTiming timing, Collider2D other) { return; }