void OnTriggerExit2D(Collider2D other) { // taxi has passenger and drive over building Debug.Log("Exit " + other.name); if (_targetTagName == "building" && _peopleId != string.Empty && _pickupState == PickupState.Pick) { if (_peopleId == _objectConfig.ID.ToString()) { Debug.Log("pickup state: kick"); // kick passenger _pickupState = PickupState.Kick; } //StartCoroutine (countsetMessageBox(_pickupState)); } if (other.tag == "people" && _pickupState == PickupState.Empty) { Debug.Log("pickup state: Don't pick"); other.gameObject.GetComponent <ObjectConfig> ().Anim(); StartCoroutine(countsetMessageBox(_pickupState)); } //Out if (_objectConfig == other.GetComponent <ObjectConfig>()) { _objectConfig = null; } step = OnTriggeris.Exit; }
void OnTriggerStay2D(Collider2D other) { //Stay if ((_objectConfig == null && _pickupState == PickupState.Empty && other.tag == "people") || (_objectConfig == null && _pickupState == PickupState.Pick && other.tag == "building")) { _targetTagName = other.tag; _objectConfig = other.GetComponent <ObjectConfig> (); } step = OnTriggeris.Stay; }
void OnTriggerEnter2D(Collider2D other) { //In forpickup = counttime; if ((_objectConfig == null && _pickupState == PickupState.Empty && other.tag == "people") || (_objectConfig == null && _pickupState == PickupState.Pick && other.tag == "building")) { _targetTagName = other.tag; _objectConfig = other.GetComponent <ObjectConfig> (); } step = OnTriggeris.Enter; }