//We are using triggers, so this gets called on overlap private void OnTriggerEnter2D(Collider2D vCollision) { NC_FakePhysicsScripts tOtherObject = vCollision.gameObject.GetComponent <NC_FakePhysicsScripts>(); Debug.Assert(tOtherObject != null, "Other Object is not FakePhysics compatible"); ObjectHit(tOtherObject); }
//virtual functions can be overridded in derived classes protected virtual void ObjectHit(NC_FakePhysicsScripts vOtherObject) { Debug.LogFormat("{0} hit by {1}", name, vOtherObject.name); //Just print it for now }