private void OnCollisionEnter(Collision collision)
    {
        ListObjectInstance itemInstance = collision.gameObject.GetComponent <ListObjectInstance>();

        if (itemInstance != null)
        {
            if (onCollisionContact != null)
            {
                onCollisionContact.Invoke(itemInstance);
            }
        }
    }
    private void OnTriggerEnter(Collider other)
    {
        ListObjectInstance itemInstance = other.gameObject.GetComponent <ListObjectInstance>();

        if (itemInstance != null)
        {
            if (onTriggerContact != null)
            {
                onTriggerContact.Invoke(itemInstance);
            }
        }
    }
示例#3
0
        private bool OnSensorCollision(Fixture fixtureA, Fixture fixtureB, Contact contact)
        {
            // we assume that fixtureA is always our self
            System.Diagnostics.Debug.Assert(fixtureA.Body.UserData == this.Entity);
            var entity2 = (Entity)fixtureB.Body.UserData;

            if (currentlyVisibleEntities.ContainsKey(entity2))
            {
                currentlyVisibleEntities[entity2]++;
            }
            else
            {
                currentlyVisibleEntities.Add(entity2, 1);
                OnContact?.Invoke(Name, entity2, contact);
            }

            return(true);
        }