private void OnTriggerExit2D(Collider2D collision) { closeToSocket = false; if (!inSocket) { InteractingSocket = null; } }
private void OnTriggerStay2D(Collider2D collision) { closeToSocket = true; if (!inSocket && grabbed) { InteractingSocket = collision.GetComponent <SocketFemale>(); var dir = (collision.gameObject.transform.position - transform.position); float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward); } }