Removed Collider Check
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using UnityEngine;
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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public class Box2DColliderTrigger : Trigger, IColliderTrigger
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{
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private Collider2D[] results = new Collider2D[8];
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public LayerMask ColliderMask { get => colliderMask; set => colliderMask = value; }
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[SerializeField] private LayerMask colliderMask = 0;
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protected void FixedUpdate()
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=> IsTrigerred = Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, results, ColliderMask) > 0;
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = IsTrigerred ? Color.green : Color.red;
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Gizmos.DrawWireCube(transform.position, transform.lossyScale);
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}
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#endif
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}
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}
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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public class Box2DGroundTrigger : Box2DColliderTrigger, IGroundTrigger { }
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}
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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public interface IGroundTrigger : IColliderTrigger { }
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}
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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public static class IColliderTriggerExtensions
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{
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public static bool IsTriggeredNullChecked(this IColliderTrigger colliderCheck)
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=> colliderCheck == null ? true : colliderCheck.IsTrigerred;
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}
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}
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using System;
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using UnityEngine;
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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public interface IColliderTrigger
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{
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LayerMask ColliderMask { get; set; }
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bool IsTrigerred { get; }
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Action<bool> OnTriggered { get; set; }
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}
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}
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