private void OnTriggerExit2D(Collider2D collider) { GameObject other = collider.gameObject; GrabZone g = other.GetComponent <GrabZone>(); if (g != null) { g.RemoveGrabbable(this); } }
public void GrabObject() { Grabbable toGrab = gz.GetGrabbable(); if (toGrab != null) { Vector3 holdPos = holdSpot.transform.position; float headY = ec.points[1].y + ec.offset.y + transform.position.y; holdPos.y = headY + toGrab.GetSize().y / 2; holdSpot.transform.position = holdPos; if (CanMoveGrabbable(toGrab, holdPos)) { gz.RemoveGrabbable(toGrab); heldObject = toGrab; toGrab.transform.parent = holdSpot.transform; toGrab.PickUp(holdPos); //TODO: set animstate to carrying? can just check if heldObject != null } } }