private void OnTriggerExit2D(Collider2D collision) { snapPosition S = collision.GetComponent <snapPosition>(); if (S) //checks that the object collided with has a snap position before assuming this needs to be snapped to { needToSnap = false; } solutionBox B = collision.GetComponent <solutionBox>(); if (B) { B.emptyBox(); } }
private void OnTriggerEnter2D(Collider2D collision) { snapPosition S = collision.GetComponent <snapPosition>(); if (S) //checks that the object collided with has a snap position before assuming this needs to be snapped to { Vector3 snapPos = S.getSnapPosition().position; newPos.x = snapPos.x; newPos.y = snapPos.y; needToSnap = true; } solutionBox B = collision.GetComponent <solutionBox>(); if (B) { B.check(this.gameObject); } }