/// <summary> /// Method is called whenever interactor collides with another object. /// Checks if the name of the other object contains the keyword of the gamepiece we are looking for and acts if so. /// </summary> /// <param name="other">The object the interactor collided with</param> /// <param name="manifoldList">List of collision manifolds--this isn't used</param> public void BOnCollisionEnter(CollisionObject other, BCollisionCallbacksDefault.PersistentManifoldList manifoldList) { string gamepiece; for (int i = 0; i < collisionKeyword.Length; i++) { if (collisionKeyword[i] != null) { gamepiece = collisionKeyword[i]; if (other.UserObject.ToString().Contains(gamepiece)) { bool skip = false; //Debug.Log(other.UserObject.ToString()); GameObject tempGamepiece = ((BRigidBody)other.UserObject).gameObject; foreach (GameObject gp in heldGamepieces) { if (gp == tempGamepiece) { skip = true; } } if (!skip) { Debug.Log("does this happen"); collisionObject[i] = tempGamepiece; collisionDetected[i] = true; Debug.Log(collisionObject[i].ToString() + i.ToString()); } } } } }
public void BOnCollisionStay(CollisionObject other, BCollisionCallbacksDefault.PersistentManifoldList manifoldList) { }