private void OnTriggerStay(Collider other) { if (other.get_gameObject().get_layer() != LayerSystem.NameToLayer("Default") && other.get_gameObject().get_layer() != LayerSystem.NameToLayer("Terrian")) { ActorParent component = other.get_transform().GetComponent <ActorParent>(); if (component && this.Actor && component != this.Actor && component.FixGameObject.get_layer() != this.Actor.FixGameObject.get_layer() && XUtility.DistanceNoY(other.get_transform().get_position(), base.get_transform().get_position()) < XUtility.GetTriggerRadius(other.get_transform()) + XUtility.GetTriggerRadius(base.get_transform())) { this.Actor.OnCushionStay(component); } } }