void OnTriggerEnter2D(Collider2D c) { bool layerCheck = c.gameObject.layer == World2D.world2D.layerPlayerDamage; if (layerCheck) { float wepDamage = c.gameObject.GetComponent <WeaponCode2D>().GetDamage(); float wepForce = c.gameObject.GetComponent <WeaponCode2D>().GetForce(); float wepForceDirection = Lib2D.TriggerDirectionLeft2D(gameObject, c) ? -1 : 1; TakeDamage(wepDamage, wepForce, wepForceDirection); } }
void OnCollisionEnter2D(Collision2D c) { bool layerCheckLevel = World2D.world2D.layerLevel == c.gameObject.layer; bool checkMonsterLayer = World2D.world2D.layerMonster == c.gameObject.layer; if (layerCheckLevel || checkMonsterLayer) { string collisionDirection2D = Lib2D.CollisionDirection2D(c); switch (collisionDirection2D) { case "left": facingLeft = true; break; case "right": facingLeft = false; break; default: break; } } }