/// <summary> /// What happens when the player reaches a <see cref="IntersectionNode"/> /// </summary> /// <param name="node"></param> public void OnNodeTrigger(IntersectionNode node) { // Check if next direction is allowed if (_moveQueue.NextDirection != Utility.EDirection4.None && node.IsAllowed(_moveQueue.NextDirection)) { // Set correct position and update movement transform.position = node.Position; _moveQueue.CurrentDirection = _moveQueue.NextDirection; //if (_nodeMovement.CurrentDirection != Utility.EDirection.None) // _collidingNode = null; } // Check if current direction is allowed else if (!node.IsAllowed(_moveQueue.CurrentDirection)) { //GetComponent<Rigidbody2D>().position = node.Position; transform.position = node.Position; _moveQueue.CurrentDirection = Utility.EDirection4.None; _collidingNode = node; } }