private void OnCollisionEnter(Collision collision) { //If we collide with the player, we invoke the OnCollidedHand event. if (collision.collider.CompareTag("Player")) { OnCollidedHand?.Invoke(); } else { OnCollided?.Invoke(); } //Any collisions disables the cube Disable(); }
protected virtual void Collided(Body otherBody, Vector2 collisionAxes, CollisionInfo <Body> hCollisionInfo, CollisionInfo <Body> vCollisionInfo) { OnCollided?.Invoke(otherBody, collisionAxes, hCollisionInfo, vCollisionInfo); if (Movement != null) { Movement.BodyCollided(otherBody, collisionAxes, hCollisionInfo, vCollisionInfo); if (otherBody.Tags.HasAny(Movement.CollisionTags)) { Movement.Collided(collisionAxes, hCollisionInfo, vCollisionInfo); } } #if RENDER_COLLISION_CONTACT_POINTS _contactsToRender.AddRange(hCollisionInfo.Contacts); _contactsToRender.AddRange(vCollisionInfo.Contacts); #endif }