void OnTriggerEnter(Collider a_otherCol)
{
// Ignore losing parts to prisoners
if (!a_otherCol.tag.Contains("Passengers"))
{
Rigidbody rbOther = a_otherCol.GetComponentInParent<Rigidbody>();
if (rbOther != null)
{
// Work out relative collision velocity
Vector3 offsetVel = (m_rb.velocity - rbOther.velocity);
float velDiffSqr = offsetVel.sqrMagnitude;
// Run on the other ship because OnTriggerEnter only allows us to get the other component, not our own collider
ShipPartDestroy scriptOther = a_otherCol.GetComponentInParent<ShipPartDestroy>();
if (scriptOther != null)
{
scriptOther.EvaluatePartCollision(a_otherCol, velDiffSqr);
}
}
}
}