protected virtual void onInteractableOffRange(InteractableInterface interactable, Collider2D collider) { // Reset current interactable // Note : Does not matters too as not being used. if (currentInteractable != null) { currentInteractable = null; } }
private void OnTriggerExit2D(Collider2D collision) { InteractableInterface interactable = collision.gameObject.GetComponent <InteractableInterface>(); if (interactable != null) { onTriggerExited.Invoke(interactable, myCollider); } }
protected virtual void onInteractableInRange(InteractableInterface interactable, Collider2D collider) { // if the current interactable is null and new interactable is interactable do interact the interactable object // Note : currently we are not using currentInteractable so it does not matters if we check null on that. if (currentInteractable == null && interactable.canInteract(gameObject)) { interactable.interact(gameObject); } }