/// <summary> /// once an enemy enters in a trigger, we set the trigger data built inside the implementor and sent /// through the DispatchOnChange /// </summary> /// <param name="sender"></param> /// <param name="enemyCollisionData"></param> void OnCollidedWithTarget(EGID sender, EnemyCollisionData enemyCollisionData) { entitiesDB.QueryEntity <EnemyAttackStruct>(sender).entityInRange = enemyCollisionData; }
void OnTriggerExit(Collider other) { entityInRange = new EnemyCollisionData(new EGID(other.gameObject.GetInstanceID(), ECSGroups.EnemyTargets), false); }