Game Development Reference
In-Depth Information
var origin : Vector2 = new
Vector2(transform.position.x, transform.position.y);
if (Physics2D.Raycast (origin, hitDirection,
distance, layerMask.value)) {
_isGrounded = true;
} else if (Physics2D.Raycast (rightOrigin,
hitDirection, distance, layerMask.value)) {
_isGrounded = true;
} else if (Physics2D.Raycast (leftOrigin,
hitDirection, distance, layerMask.value)) {
_isGrounded = true;
} else {
if (_isGrounded) {
if (Mathf.Floor(transform.position.y) ==
_lastY) {
_isGrounded = true;
} else {
_isGrounded = false;
}
}
}
_lastY = Mathf.Floor(transform.position.y);
}
// C# user: (Put the code inside the class)
void Grounded () {
float distance = _height*RAYCAST_DISTANCE;
Vector3 hitDirectionV3 =
transform.TransformDirection (-Vector3.up);
Vector2 hitDirection = new
Vector2(hitDirectionV3.x,hitDirectionV3.y);
Vector2 rightOrigin = new
Vector2(transform.position.x +
(_boxCollider2D.size.x*CHARACTER_EDGE_OFFSET),
transform.position.y);
Vector2 leftOrigin = new
Vector2(transform.position.x -
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