private void OnTriggerStay2D(Collider2D other) { if (IsPenguin(other)) { OnTriggerStay.Invoke(currentPenguin); } }
public void HandlePhysicsEvents() { for (int i = 0; i < currentlyCollidingWith.Count; i++) { if (lastCollidedWith.Contains(currentlyCollidingWith[i])) { //Collided with it last frame. if (coll.isTrigger) { OnTriggerStay?.Invoke(currentlyCollidingWith[i]); } else { OnCollisionStay?.Invoke(new TFCollision(currentlyCollidingWith[i])); } } else { //Did not collide with last frame. if (coll.isTrigger) { OnTriggerEnter?.Invoke(currentlyCollidingWith[i]); } else { OnCollisionEnter?.Invoke(new TFCollision(currentlyCollidingWith[i])); } } } for (int w = 0; w < lastCollidedWith.Count; w++) { //If we've exited collision with a collider. if (!currentlyCollidingWith.Contains(lastCollidedWith[w])) { if (coll.isTrigger) { OnTriggerExit?.Invoke(lastCollidedWith[w]); } else { OnCollisionExit?.Invoke(new TFCollision(lastCollidedWith[w])); } } } lastCollidedWith = new List <TFCollider>(currentlyCollidingWith); currentlyCollidingWith.Clear(); }
private void OnTriggerStay2D(Collider2D otherCollider) { OnTriggerStay?.Invoke(otherCollider); }
void OnTriggerStay2D(Collider2D collider) { OnTriggerStay?.Invoke(collider); }
private void OnTriggerStay2D(Collider2D other) { OnTriggerStay?.Invoke(other, gameObject); }
private void OnTriggerStay2D(Collider2D col) { OnTriggerStay?.Invoke(col); }
public void TriggerStay(ChunkLinker.Chunk chunk) { //Debug.Log("[STAY] " + chunk.Description); OnTriggerStay?.Invoke(chunk); }
public void FireEventStay(Rigidbody other) => OnTriggerStay?.Invoke(other);
public static void TriggerStay(BC_TriggerData data) { //DebugManager.LogToFile("[OnTriggerStay] " + data.collider.name + " is colliding with " + data.myCollider.name); OnTriggerStay?.Invoke(data); }