Exemple #1
0
    void OnCollisionEnter2D(Collision2D col)
    {
        // do this check so the collision is only called once - failsafe against unity physics engine
        if (_isColliding)
        {
            return;
        }

        _isColliding = true;

        // only check for collisions with the player is the steel crate's gravity is enabled
        if (gravEnabled && col.gameObject.CompareTag("Player"))
        {
            Transform groundCheck = col.gameObject.transform.GetChild(0);
            Vector2   posOffset   = (Vector2)transform.position + PhysicsUtilities.OffsetToEdgeRenderer(rend);
            // NEED TO FIND OUT HOW TO NOT DESTROY INSTANTLY WHILE IN GRAV TRANSITION
            // FOR SOME REASON THE BELOW DOES NOT WORK
            if (!GameController.gravTransitionState && PhysicsUtilities.IsBelow(groundCheck.position, posOffset))
            {
                Destroy(col.gameObject);
            }
            // to be added: enter gameover state
        }

        // handle check for glass
        if (isGlass && GameController.gravTransitionState)
        {
            if (_glass.CollisionHandler(rend))
            {
                Destroy(gameObject);
            }
        }
    }
Exemple #2
0
 // if we are glass, handle glass collisions
 void OnCollisionEnter2D()
 {
     if (isGlass)
     {
         if (glass.CollisionHandler(rend))
         {
             Destroy(gameObject);
         }
     }
 }