//resetting dialogue to begining of cycle private void OnTriggerExit(Collider other) { if (other.gameObject.CompareTag("Player")) { TriggerExitEvent.Invoke(); } }
public void RegisterTriggerExit(UnityAction <Collider> evt) { if (triggerExitEvent == null) { triggerExitEvent = new TriggerExitEvent(); } triggerExitEvent.AddListener(evt); }
private void OnTriggerExit(Collider other) { TriggerExitEvent.Invoke(); }
void OnTriggerExit(Collider collider) { var e = new TriggerExitEvent(egoComponent, collider.gameObject.GetComponent <EgoComponent>(), collider); EgoEvents <TriggerExitEvent> .AddEvent(e); }
public void OnTriggerExit(Collider other) { TriggerExitEvent.Invoke(); }
private void OnTriggerExit(Collider other) { TriggerExitEvent.Invoke(); Debug.Log("Exit"); }
protected virtual void OnTriggerExit(Collider other) { TriggerExitUnityEvent.Invoke(); TriggerExitEvent?.Invoke(this, other); }
private void OnTriggerExit2D(Collider2D other) { // 衝突をやめたとき通知する TriggerExitEvent?.Invoke(other); }
void OnTriggerExit( Collider collider ) { var e = new TriggerExitEvent( egoComponent, collider.gameObject.GetComponent<EgoComponent>(), collider ); EgoEvents<TriggerExitEvent>.AddEvent( e ); }