private void Register() { barrier = PhysicsUtility.Overlap <BarrierObject>(Target, Constants.CellMask); if (barrier) { barrier.Charges++; } }
public override void Do(PlayerObject player) { var target = PhysicsUtility.Overlap <StateComponent> ( player.Movable.IntPosition + Constants.Directions[player.Movable.Direction], Constants.CellMask ); if (target) { target.State++; } }