// Keep in mind that it's possible that this happens more than once, since it happens when both the current TransportBeam fully collapses or when // the gameObject this TransportBeamGrabber.cs is attached to leaves the trigger area. private void ExitTrigger2D() { insideBeam = false; transportBeam = null; //Debug.Log(gameObject.transform.name + " left the trigger area"); //upwardsVelocity = 0f; }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.GetComponent <TransportBeam>() != null && other.gameObject.GetComponent <TransportBeam>().Tangible) { transportBeam = other.gameObject.GetComponent <TransportBeam>(); insideBeam = true; } }
public void OnTransportBeamCollapseEnds(object sender, EventArgs e) { TransportBeam senderBeam = (TransportBeam)sender; if (senderBeam == transportBeam) { ExitTrigger2D(); } }