// Updates currentblock and checks for collisions with diseases void OnTriggerEnter2D(Collider2D other) { if (diseasesabsorbed >= MAX_DISEASE_ABSORBED) { return; } if (nextBlock && other.gameObject.name == nextBlock.gameObject.name) { currentBlock = nextBlock; } else if (other.gameObject.tag == "Disease") { Disease disease = other.gameObject.GetComponent <Disease> (); if (!disease.captured) { disease.captured = true; disease.BeenCapturedBy(this.gameObject); capture.Add(disease); diseasesabsorbed++; --gameControl.numDiseaseCells; disease.currentBlock.diseases.Remove(disease); } } }