private void OnTriggerEnter(Collider other) { if (other.GetComponent <PlayerControl>() != null) { PlayerEntered?.Invoke(); } }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { PlayerEntered?.Invoke(gameObject.transform.parent.gameObject.name); } }
// If Player enters collision zone, return true void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player") { onPlayerEnter.Invoke(other.gameObject.GetComponent <Character>(), this); collides = true; } }
public override void TriggerEntered(Collider2D collider) { Player player = collider.gameObject.GetComponent <Player>(); if (player != null) { Debug.Log("Trigger entered"); PlayerEntered?.Invoke(); } }
public void notify(GameObject from) { PlayerLeft?.Invoke(from); _prevLevelIndex = GetIndexFromPosition(from.transform.position); var positionIndex = GetIndexFromPosition(_properties.character.transform.position); if (_levels.ContainsKey(positionIndex)) { var level = _levels[positionIndex]; ActivateLevels(_prevLevelIndex, positionIndex); PlayerEntered?.Invoke(level); } else { _checkForCharacter = true; } }
public void Update(float deltaTime) { var currentVehicle = Game.PlayerPed.CurrentVehicle; if (!_isInVehicle && !Game.Player.IsDead) { var vehicleTryingToEnter = Game.PlayerPed.VehicleTryingToEnter; if (vehicleTryingToEnter != null && !_isEnteringVehicle) { _prevVehicle = vehicleTryingToEnter; _isEnteringVehicle = true; PlayerEntering?.Invoke(this, vehicleTryingToEnter); } else if (vehicleTryingToEnter == null && currentVehicle == null && _isEnteringVehicle) { _isEnteringVehicle = false; PlayerAbortedEntering?.Invoke(this, _prevVehicle); } else if (currentVehicle != null) { _prevVehicle = currentVehicle; _isEnteringVehicle = false; _isInVehicle = true; PlayerEntered?.Invoke(this, currentVehicle); } } else if (_isInVehicle) { if (currentVehicle == null || Game.Player.IsDead) { _isInVehicle = false; PlayerLeft?.Invoke(this, _prevVehicle); } else if (_prevVehicle != currentVehicle) { PlayerLeft?.Invoke(this, _prevVehicle); PlayerEntered?.Invoke(this, currentVehicle); _prevVehicle = currentVehicle; } } }
private void Update() { if (!_checkForCharacter) { return; } var position = GetIndexFromPosition(_properties.character.transform.position); if (!_levels.ContainsKey(position)) { return; } var level = _levels[position]; ActivateLevels(_prevLevelIndex, position); PlayerEntered?.Invoke(level); _checkForCharacter = false; }
public void Update(float deltaTime) { if (IsPlayerInside()) { if (_playerWasInside) { return; } _playerWasInside = true; PlayerEntered?.Invoke(this, EventArgs.Empty); } else { if (!_playerWasInside) { return; } _playerWasInside = false; PlayerLeft?.Invoke(this, EventArgs.Empty); } }
protected virtual void OnPlayerEntered() { PlayerEntered?.Invoke(this); }
private void OnPlayerEntered(Player player) { PlayerEntered?.Invoke(this, player); }
internal void OnPlayerEntered(PlayerModel player) { PlayerEntered?.Invoke(player, new EventArgs()); }