void OnTriggerEnter2D(Collider2D collider) { GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> (); gs.sensitive = false; gs.oldGravity = gs.gravity; }
void OnTriggerExit2D(Collider2D collider) { GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> (); gs.sensitive = true; gs.gravity = gs.oldGravity; //gs.gravity = (gs.transform.position - this.transform.position).normalized; }
void OnTriggerStay2D(Collider2D collider) { GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> (); //Newtown lax mass relaxed Vector2 attractorGravity = (this.transform.position - gs.transform.position).normalized * attractorForce; gs.gravity = (new Vector2(gs.oldGravity.x + attractorGravity.x, gs.oldGravity.y + attractorGravity.y)) / Mathf.Pow(Vector2.Distance(this.transform.position, gs.transform.position), 2.0f); }
protected override void AwakeWrapped() { PlayerRigidbody2D = gameObject.GetComponent <Rigidbody2D>(); PlayerHealth = gameObject.GetComponent <PlayerHealth>(); PlayerView = gameObject.GetComponent <PlayerView>(); PlayerMovement = gameObject.GetComponent <PlayerMovement>(); ScoreCollector = gameObject.GetComponent <ScoreCollector>(); StarCollector = gameObject.GetComponent <StarCollector>(); SpeedTrail = gameObject.GetComponent <SpeedTrail>(); LifeTimer = gameObject.GetComponent <LifeTimer>(); PlayerTactics = gameObject.GetComponent <PlayerTactics>(); GravitySensitive = gameObject.GetComponent <GravitySensitive>(); }