public virtual void Awake() { _character = GetComponent <CharacterState>(); _sprite = GetComponent <Sprite>(); _transform = this.transform; _collisionHandler = GetComponent <AbstractCollisionHandler>(); }
public virtual void Awake() { _character = GetComponent<CharacterState>(); _sprite = GetComponent<Sprite>(); _transform = this.transform; _collisionHandler = GetComponent<AbstractCollisionHandler>(); }
/// <summary> /// The behavior to use for unknown colliders. Unless overridden this will pass through to /// HandleCollision(other.collider, fromDirection, distance). /// </summary> public virtual void DefaultHandleCollision(AbstractCollisionHandler other, Vector3 fromDirection, float distance, Vector3 normal) { HandleCollision(other.collider, fromDirection, distance, normal); }
public void Collide(AbstractCollisionHandler handler) { handler.Collides(this); }
/// <summary> /// The behavior to use for unknown colliders. Unless overridden this will pass through to /// HandleCollision(other.collider, fromDirection, distance). /// </summary> public virtual void DefaultHandleCollision(AbstractCollisionHandler other, Vector3 fromDirection, float distance) { HandleCollision(other.collider, fromDirection, distance); }