public void HandleOut(Collider _collider) { if (_collider.gameObject.tag == "GameController") { return; } if (!inUse) { return; } if (touchedObj == null) { return; } if (inStretchMode) { return; } if (_collider == touchedObj.GetComponent <Collider> ()) { m_CurrentInteractible.StopTouching(gameObject); m_CurrentInteractible = null; touchedObj = null; } }
public void HandleOut(Collider _collider) { if (_collider.gameObject.tag == "GameController") { return; } if (!inUse) { return; } if (touchedObj == null) { return; } // comment out??? if (inStretchMode) { return; } if (_collider == touchedObj.GetComponent <Collider> ()) { // checking cuz the parenting(aka non-physics) method will trigger this event for some reason :/ if (!m_CurrentInteractible.HasRigidbody && grabSomething) { return; } // what if it's still grabbing? if (grabSomething) { ExitGrabMode(false); } //Debug.Log (gameObject.name + " exit touch " + collider.name); m_CurrentInteractible.StopTouching(gameObject); m_CurrentInteractible = null; touchedObj = null; } }
private void OnTriggerExit(Collider collider) { // ignore if it's another controller if (collider.gameObject.tag == "GameController") { return; } if (touchedObj == null) { return; } // what if it's still in stretching mode? => exit stretch mode if (inStretchMode && stretchObj == collider.gameObject) { ExitStretchMode(); } if (collider == touchedObj.GetComponent <Collider> ()) { // due to the parenting(aka non-physics) method will trigger this event for some reason :/ if (!objHasRigidbody && grabSomething) { return; } //DeviceVibrate(); // what if it's still grabbing? if (grabSomething) { ExitGrabMode(false); } //Debug.Log (gameObject.name + " exit touch " + collider.name); m_CurrentInteractible.StopTouching(gameObject); m_CurrentInteractible = null; touchedObj = null; } }