PlayerControl.OnTriggerStay2D C# (CSharp) Méthode

OnTriggerStay2D() public méthode

public OnTriggerStay2D ( Collider2D col ) : void
col Collider2D
Résultat void
    void OnTriggerStay2D(Collider2D col)
    {
        // OverlapPoint refers to world space instead of screen space, adjusting accordingly
        clickPosition.x = (Camera.main.ScreenToWorldPoint(Input.mousePosition).x);
        clickPosition.y = (Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
           /* if (Input.GetMouseButtonDown(0) && col.OverlapPoint(clickPosition)&& touchingHidingSpot) //if player activates hiding spot
        {
            if (!hide)
            {
                //sprite.sortingOrder = hidingOrder;
                sprite.color = new Color(1f, 1f, 1f, 0f);

                hide = true;
            }
            else
            {
                sprite.color = initialColor;
                //sprite.sortingOrder = sortingOrder;
                //transform.position = new Vector3(wallL.transform.position.x + 4, transform.position.y, transform.position.z);
                hide = false;
                //snaps player to center of hiding object, after hiding.
                transform.position = new Vector3(cover.transform.position.x, transform.position.y, transform.position.z);
                if (slowMo) //Disables slowmotion speed upon hiding
                {
                    slowMo = false;
                }
            }
        }
        */
        //Toggle Hide/Unhide
        //if ((Input.GetKeyDown(KeyCode.Space) || (Input.GetMouseButtonDown(0) && col.OverlapPoint(clickPosition)))) //if player activates hiding spot
        //    //|| ((hide && ((Input.GetAxis("Horizontal") > 0.9)||(Input.GetAxis("Horizontal") < -0.9)))  //or if player is hidden and moves using the keyboard
        //    //|| (hide && Input.GetMouseButton(0)&& (Input.mousePosition.x < edgeLeft.x || Input.mousePosition.x > edgeRight.x)))) //or if player is hidden and moves using the mouse
        //{
        //    if (col.gameObject.tag == "Cover")
        //    {
        //        if (!hide)
        //        {
        //            //sprite.sortingOrder = hidingOrder;
        //            sprite.color = new Color(1f, 1f, 1f, 0f);
        //            hide = true;
        //        }
        //        else
        //        {
        //            sprite.color = initialColor;
        //            //sprite.sortingOrder = sortingOrder;
        //            hide = false;

            //            if (slowMo) //Disables slowmotion speed upon hiding
            //            {
            //                slowMo = false;
            //            }
            //        }
            //    }
            //if player is trying to hide, and the object is the trap enemy
            /*
            else if (col.gameObject.tag == "Enemy")
            {

                //player dies
                isAlive = false;
                //prevents movement
                normalSpeed = 0f;
            }
            */

            //}

            ////if player colliders with an enemy and is not hidden
            //if (col.gameObject.tag == "PatrolEnemy" && hide == false)
            //{
            //    //player is dead
            //    isAlive = false;
            //    //prevent player from moving
            //    normalSpeed = 0f;
            //}
            ///gameover for stationary enemies handled in their own code
    }