Ejemplo n.º 1
0
        /// <summary>
        /// Check if is on top of the lean platform.
        /// </summary>
        /// <param name="player"></param>
        /// <returns>
        /// true: is on top of the box.
        /// false: vice versa.
        /// </returns>
        public virtual bool IsOpTopOfLeanPlatform(JCS_Player player)
        {
            if (mPositionPlatform == null || player == null)
            {
                return(false);
            }

            bool isTopOfBox = JCS_Physics.TopOfBox(
                player.GetCharacterController(),
                mPositionPlatform.GetPlatformCollider());

            return(isTopOfBox);
        }
        /// <summary>
        /// Ignore physics to all the active player except
        /// the active player.
        /// </summary>
        /// <param name="cc"> Collider want to ignore with. </param>
        public void IgnorePhysicsToAllExceptActivePlayer(Collider cc)
        {
            // ignore all
            IgnorePhysicsToAllPlayer(cc);

            if (mActivePlayer == null)
            {
                return;
            }

            // active
            Physics.IgnoreCollision(
                mActivePlayer.GetCharacterController(),
                cc, true);
        }
Ejemplo n.º 3
0
        protected virtual void OnTriggerExit(Collider other)
        {
            JCS_Player player = JCS_GameManager.instance.GetJCSPlayer();

            if (player == null)
            {
                return;
            }

            if (other.gameObject.name == player.name)
            {
                Physics.IgnoreCollision(mPlatformCollider,
                                        player.GetCharacterController(), false);
            }
        }