/// <summary> /// Raises the collision enter2d event. /// </summary> /// <param name="coll">Coll.</param> void OnCollisionEnter2D(Collision2D coll) { if (path) { path.StopPathing(); } if ((Global.defaultCrunch) && !persistent) { // Don't spawn things in OnDestroy() Instantiate(Global.defaultCrunch, transform.position, transform.rotation); Destroy(this.gameObject); } }
/// <summary> /// Raises the collision enter2d event. /// </summary> /// <param name="coll">Coll.</param> void OnCollisionEnter2D(Collision2D coll) { if (path) { path.StopPathing(); } if (movement) { movement.ClearTargets(); } if (Global.defaultExplosion) { // Lesson learned, don't spawn things in OnDestroy() Instantiate(Global.defaultExplosion, transform.position, transform.rotation); } Destroy(this.gameObject); }