void OnCollisionEnter(Collision other) { if (CollisionLayers == (CollisionLayers | (1 << other.gameObject.layer))) { onCollision?.Invoke(other); } }
private void OnCollisionEnter(Collision collision) { var owner = collision.gameObject.GetComponent <Cube>(); if (owner != null) { CollisionEnter?.Invoke(this, owner); } }
internal void OnCollisionEnter(Collision collision) { CollisionEnter?.Invoke(collision); var rigidbody = AttachedRigidBody; if (rigidbody) { rigidbody.OnCollisionEnter(collision); } }
public void OnCollisionEnter(CollisionInfo collisionInfo) { if (!(collisionInfo.Body.GetUserData() is ISceneObject hittedSceneObject)) { LogUtils.Log(MessageBuilder.Trace("Could not get data from a body.")); return; } if (!hittedSceneObjects.ContainsKey(hittedSceneObject.Id)) { hittedSceneObjects.Add(hittedSceneObject.Id, true); CollisionEnter?.Invoke(collisionInfo, hittedSceneObject); } }
internal void Collision(Collider2D other, CollisionPairState state, HitState hitState) { if (state.enter) { CollisionEnter?.Invoke(other, hitState); } if (state.stay) { CollisionStay?.Invoke(other, hitState); } if (state.exit) { CollisionExit?.Invoke(other, hitState); } }
internal void OnCollisionEnter(Collision collision) { CollisionEnter?.Invoke(collision); }
private void OnCollisionEnter(Collision other) { CollisionEnter.Invoke(); }
private void OnCollisionEnter(Collision other) => CollisionEnter?.Invoke(other);
protected void CollisionEnterInvoke() => CollisionEnter?.Invoke();
private void OnCollsionEnter(Collision collisionInfo) { Debug.Log("COLLIDING"); CollisionEnter?.Invoke(this, collisionInfo); }
private void OnCollisionEnter(Collision collision) { CollisionEnter?.Invoke(this, new CollisionEventArgs(collision)); }
void LaserParicleCollison(string method) { OnLaserParticleCollision.Invoke(method); }
void OnCollisionEnter(Collision collision) => CollisionEnter?.Invoke(collision);
protected void OnCollisionEnter(CollisionResult result) { CollisionEnter?.Invoke(this, result); }
private void OnCollisionEnter(Collision collision) { CollisionEnter?.Invoke(gameObject, collision); }