// Use this for initialization void Awake() { scr_ObjectFactory = GameObject.FindGameObjectWithTag("ObjectFactory").GetComponent<objectFactory>(); scoreText = GameObject.FindGameObjectWithTag("scoreText").GetComponent<ScoreManager>(); passedTop = false; rotation = new Vector3(0, 0, 0); blueClimbRotation = new Vector3(0, 0, 0); redClimbRotation = new Vector3(0, 0, 0); isGrounded = true; allowFalling = true; colTrggerCount = 0; redDirectionValue = runningSpeed; blueDirectionValue = -runningSpeed; running = new Vector3(runningSpeed,0.0f); runningSlope = new Vector3(slopeRunningSpeed, slopeRunningSpeed); climbing = new Vector3(0.0f, climbingSpeed); falling = new Vector3(0.0f, -climbingSpeed); currentState = manState.Running; //directionValue = 10.0f; //frontCollider = Instantiate(objectFactory.pdf_ManMiniCollider) as GameObject; //frontCollider.GetComponent<BoxCollider2D>().isTrigger = true; //frontCollider.GetComponent<scr_manMiniCollider>().Initialize(this.gameObject); groundCollider = Instantiate(scr_ObjectFactory.pdf_ManGroundCollider) as GameObject; groundCollider.GetComponent<scr_manGroundCollider>().Initialize(this.gameObject); backCollider = Instantiate(scr_ObjectFactory.pdf_ManMiniCollider) as GameObject; backCollider.GetComponent<scr_manMiniCollider>().Initialize(this.gameObject); manRenderer = GetComponent<Renderer>(); }
void OnTriggerEnter2D(Collider2D otherObject) { if (otherObject.gameObject.name == "slope" || otherObject.gameObject.name == "slope 1") { // Debug.Log(otherObject.gameObject.GetComponent<EdgeCollider2D>().points[1] + " " + manColour); slopeObject = otherObject.gameObject.GetComponent<EdgeCollider2D>(); currentState = manState.ColWithSlope; } if (otherObject.gameObject.tag == "ground") { scr_ground groundScript = otherObject.gameObject.GetComponent<scr_ground>(); if (groundScript.currentState == scr_ground.groundState.Falling) { Destroy(gameObject); } } }
void OnCollisionEnter2D(Collision2D otherObject) { if (otherObject.gameObject.name == "RaiseZone") { GetComponent<Rigidbody2D>().isKinematic = true; currentState = manState.Raising; } }