void OnTriggerExit2D(Collider2D other) { Floatable fl = other.GetComponent <Floatable>(); if (fl != null) { fl.ActivateFloating(false, GetTransform.position.y); } }
private void OnTriggerExit2D(Collider2D other) { Floatable fl = other.GetComponent <Floatable>(); if (fl != null) { fl.ActivateFloating(false, transform.position.y); } var characterRef = other.gameObject.GetComponent <ICharacterReference>(); if (characterRef != null) { OnTriggerExited(characterRef.Character); } }
void OnTriggerStay2D(Collider2D other) { Floatable fl = other.GetComponent <Floatable>(); if (fl != null) { fl.ActivateFloating(true, GetTransform.position.y); } var characterRef = other.gameObject.GetComponent <ICharacterReference>(); if (characterRef != null) { KillCharacter(characterRef.Character); } }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); floatable = GetComponent <Floatable>(); }