private void OnTriggerEnter(Collider otherCollider) { if (TriggerEnter != null) { TriggerEnter.Invoke(otherCollider); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag != "Player") { TriggerEnter?.Invoke(this, other.gameObject); } }
public void OnTriggerEnter(Collider other) { if (CheckLayer(other)) { TriggerEnter?.Invoke(other); } }
private GameObject prefabObject; // The actual location of the prefab that is moving // MONO FUNCTIONS ----------------------------------------------------------------------------- | /* * This function is called when the game is booted and is used for initializations. * */ void Start() { enter = transform.GetComponentInChildren <TriggerEnter>(); // Event listeners IDied.AddListener(nullPing); IGotHit.AddListener(nullPing2); IShot.AddListener(nullPing2); IPerformed.AddListener(nullPing3); enter.addItemListener(triggered); speedDisplay = prefabObject.transform.Find("SpeedUp").gameObject; powerDisplay = prefabObject.transform.Find("Power").gameObject; speedDisplay.SetActive(false); powerDisplay.SetActive(false); gm = GameObject.Find("Main Camera").GetComponent <GameManager>(); gm.addDamageListener(MyTeam, playerNumber, RecordHit); anim = prefabObject.transform.Find("Space_Soldier_A_LOD1").GetComponent <Animator>(); part = prefabObject.GetComponent <ParticleSystem>(); visible = new List <GameObject>(); visibleEnemyLocations = new List <Vector3>(); attackedFromLocations = new List <Vector3>(); moveDestination = prefabObject.transform.position; // These functions are called every second. useful for timers and other time based events InvokeRepeating("reloadTimerCountdown", 0.0f, 1.0f); InvokeRepeating("respawnTimerCountdown", 0.0f, 1.0f); InvokeRepeating("enemyLocationTimerCountdown", 0.0f, 1.0f); }
private void OnTriggerEnter(Collider other) { if (!triggerEntered) { triggerEntered = true; TriggerEnter?.Invoke(other); } }
private void OnTriggerEnter(Collider other) { var entity = other.GetComponentInParent <IGameEntity>(); if (entity != null && TriggerEnter != null) { TriggerEnter?.Invoke(entity); } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { return; } TriggerEnter?.Invoke(); }
protected virtual void OnTriggerEnter(EventArgs e) { Log("Entered trigger: " + _name); if (debugLevel > 1) { ShowMessage("Entered trigger: " + ToString()); } TriggerEnter?.Invoke(this, index, e); }
internal void OnTriggerEnter(Collider collider) { TriggerEnter?.Invoke(collider); var rigidbody = AttachedRigidBody; if (rigidbody) { rigidbody.OnTriggerEnter(collider); } }
internal void Trigger(Collider2D other, CollisionPairState state) { if (state.enter) { TriggerEnter?.Invoke(other); } if (state.stay) { TriggerStay?.Invoke(other); } if (state.exit) { TriggerExit?.Invoke(other); } }
void Start() { CurrentState = false; EnterTrigger.layer = 2; worldmanager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <WorldManager>(); player = GameObject.FindGameObjectWithTag("Player"); if (UseMultipleRefPoints == false) { ExitTrigger.layer = 2; destroyself d = ExitTrigger.AddComponent <destroyself>(); d.timer = DestroyTimer; d.t = this; } else { for (int i = 0; i < numPoints; i++) { ExitTriggers[i].layer = 2; destroyself d = ExitTriggers[i].AddComponent <destroyself>(); d.timer = DestroyTimer; d.t = this; d.id = i; } } if (!GameObject.FindGameObjectWithTag("GameManager")) { Debug.LogError("Could not find the GameManager"); } if (UseWaypoint == true) { //if(Waypoint.target) //target=Waypoint.target; } if (EnterTrigger) { TriggerEnter t = EnterTrigger.AddComponent <TriggerEnter>(); t.t = this; t.w = WaypointProgress; } }
void OnTriggerEnter(Collider other) { //leuchtenden Ring durch Tunnel schicken TriggerEnter.OnTriggerEnter(other); var main = ps.main; if (other.gameObject.name == "Coin_new(Clone)") { main.startColor = blue; } else if (other.gameObject.name == "Structure_subdiv2(Clone)") { main.startColor = red; } else if (other.gameObject.name == "Boni(Clone)") { main.startColor = green; } ps.Play(); }
void OnTriggerEnter(Collider other) { var main = psh.main; if (other.gameObject.name == "Coin_new(Clone)") { main.startColor = blue; } else if (other.gameObject.name == "Structure_subdiv2(Clone)") { main.startColor = red; } else if (other.gameObject.name == "Boni(Clone)") { main.startColor = green; } StartCoroutine(PlayAnimation()); psh.Play(); TriggerEnter.OnTriggerEnter(other); }
private void OnTriggerEnter(Collider collider) { TriggerEnter?.Invoke(gameObject, collider); }
private void OnTriggerEnter2D(Collider2D collision) { TriggerEnter?.Invoke(_collider2D, collision); }
internal void OnTriggerEnter(Collider collider) { TriggerEnter?.Invoke(collider); }
private void OnTriggerEnter(Collider other) { TriggerEnter.Invoke(); }
private void OnTriggerEnter(Collider other) => TriggerEnter?.Invoke(other);
void OnTriggerEnter(Collider collider) => TriggerEnter?.Invoke(collider);
private void OnTriggerEnter2D() { TriggerEnter.InvokeSafe(this); }
private void OnTriggerEnter(Collider col) { TriggerEnter?.Invoke(col.gameObject); }
public void OnTriggerEnter(Collider other) { TriggerEnter.SafeInvoke(other); }
private void OnTriggerEnter2D(Collider2D other) { TriggerEnter?.Invoke(this, other.gameObject); }
public void Initialize(TriggerEnter triggerDelecate) { onTrigger = triggerDelecate; }
private void OnTriggerEnter(Collider other) { TriggerEnter?.Invoke(other.gameObject); }
private void OnTriggerEnter(Collider other) { TriggerEnter?.Invoke(this, new TriggerEventArgs(other)); }
//private void OnCollisionEnter(Collision collision) //{ // TriggerEnter?.Invoke(collision.collider); //} //private void OnCollisionStay(Collision collision) //{ // TriggerStay?.Invoke(collision.collider); //} //private void OnCollisionExit(Collision collision) //{ // TriggerExit?.Invoke(collision.collider); //} public void RaiseTriggerEnter(Collider other) { TriggerEnter?.Invoke(other); }