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Copy pathSlopesGroundCheck.cs
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SlopesGroundCheck.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SlopesGroundCheck : MonoBehaviour
{
[SerializeField] private Transform raycastOrigin;
[SerializeField] private Transform PlayerFeet;
[SerializeField] private LayerMask layerMask;
private RaycastHit2D Hit2D;
private Rigidbody2D rb;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
GroundCheckMethod();
}
private void GroundCheckMethod()
{
Hit2D = Physics2D.Raycast(raycastOrigin.position, -Vector2.up, 50f, layerMask);
if (Hit2D != false && Hit2D.collider.gameObject.CompareTag("Slope"))
{
Vector2 temp = PlayerFeet.position;
temp.y = Hit2D.point.y;
PlayerFeet.position = temp;
if (Hit2D.collider.transform.rotation.z > 0 && this.gameObject.GetComponent<Movemment>().side == -1)
{
this.gameObject.GetComponent<Movemment>().slope = false;
}
if (Hit2D.collider.transform.rotation.z < 0 && this.gameObject.GetComponent<Movemment>().side == 1)
{
this.gameObject.GetComponent<Movemment>().slope = false;
}
if (Hit2D.collider.transform.rotation.z < 0 && this.gameObject.GetComponent<Movemment>().side == -1)
{
this.gameObject.GetComponent<Movemment>().slope = true;
}
if (Hit2D.collider.transform.rotation.z > 0 && this.gameObject.GetComponent<Movemment>().side == 1)
{
this.gameObject.GetComponent<Movemment>().slope = true;
}
//this.gameObject.GetComponent<Movemment>().slope = true;
this.gameObject.GetComponent<Movemment>().slopeJump = true;
}
else
{
this.gameObject.GetComponent<Movemment>().slopeJump = false;
}
}
}