You can achieve something similar if all of your trigger classes are in the same hierarchy.
For example:
abstract public class AbstractTrigger : MonoBehavior { ... }
public class LedgeTrigger : AbstractTrigger { ... }
public class WallTrigger : AbstractTrigger { ... }
Then you can do this in OnTriggerEnter2D:
void OnTriggerEnter2D(Collider2D trigger) {
AbstractTrigger t = trigger.gameObject.GetComponent();
if (t != null) {
if (t is LedgeTrigger) ...
if (t is WallTrigger) ...
...
}
}
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