/// <summary> /// Checking the collision table and disabling game objects where needed /// </summary> /// <param name="a_collision">The collider script of the object we collided with</param> private void CheckCollisionTable(Collider2D a_collision) { foreach (PooledObjectCollisionCheckTable colInfo in m_collisionTable) { if (a_collision.gameObject.tag == colInfo.m_collisionTag) { if (colInfo.m_disableOther) { PooledObject pooledObjectScript = a_collision.gameObject.GetComponent <PooledObject>(); if (pooledObjectScript != null) { pooledObjectScript.DisableInPool(); } } colInfo.m_callOnCollide.Invoke(); if (colInfo.m_disableSelf) { DisableInPool(); } return; } } }