private void OnTriggerEnter2D(Collider2D collision) { FiniteBarrel barrel = collision.gameObject.GetComponent <FiniteBarrel>(); if (barrel != null) { sSubstance particleInsideBarrel = barrel.CheckParticle(); if (particleInsideBarrel != null) { StartFeedBack(); } } // Get information about the current collision. Particle collectedParticle = collision.GetComponent <Particle>(); //Escape collisions with ground or other objects or the players is not collecting now. if (collectedParticle != null) { StartFeedBack(); } }
private void OnTriggerEnter2D(Collider2D collision) { bool success = false; Color collectedColor = Color.black; if (collecting == false) { return; } FiniteBarrel barrel = collision.gameObject.GetComponent <FiniteBarrel>(); if (barrel != null) { sSubstance particleInsideBarrel = barrel.CheckParticle(); if (particleInsideBarrel != null) { success = containerToFill.AddParticule(particleInsideBarrel); if (success) { sSubstance collectedSubstance = barrel.GetParticle(); collectedColor = collectedSubstance.particleColor; } else { MessageManager.getInstance().DissplayMessage("There is a problem with this barrel", 1f); } } else { MessageManager.getInstance().DissplayMessage("There is no substance inside the barrel", 1f); } } // Get information about the current collision. Particle collectedParticle = collision.GetComponent <Particle>(); //Escape collisions with ground or other objects or the players is not collecting now. if (collectedParticle != null) { // Add the substance to the current container sent. success = containerToFill.AddParticule(collectedParticle.currentSubstance); // Destory particle if collected. if (success) { collectedColor = collectedParticle.currentSubstance.particleColor; Destroy(collectedParticle.gameObject); } } if (success) { particleFeedback.startColor = collectedColor; var vel = particleFeedback.velocityOverLifetime; PlayerMovement player = FindObjectOfType <PlayerMovement>(); Vector3 direction = player.transform.position - particleFeedback.transform.position; direction = direction.normalized * 10f; vel.x = direction.x; vel.y = direction.y; vel.z = direction.z; particleFeedback.Play(); } }