private void OnTriggerEnter2D(Collider2D other) { if (HasRope) { return; } if (((1 << other.gameObject.layer) & m_RopesToHook.value) != 0) { Chain NewChain = other.gameObject.GetComponentInParent <Chain>(); if (NewChain != m_LastChain) { m_char.ConnectToRopeLink(other); HasRope = true; m_LastChain = NewChain; } } else if (((1 << other.gameObject.layer) & m_RopesToCut.value) != 0) { Debug.Log("cutting"); other.gameObject.GetComponent <Rigidbody2D>().AddForce(new Vector2(6f, 0), ForceMode2D.Impulse); Chain.CutMe(other.gameObject); } }