// Use OnCollisionStay2D() to avoid falling through the ground.
    private void OnCollisionStay2D(Collision2D collision)
    {
        if (tag.Contains(GlobalVariables.tagFalling) == true && collision.gameObject == ground)
        {
            if (GlobalVariables.FlipCoin() == true)
            {
                GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic;

                if (tag.Contains(GlobalVariables.tagPrimaryRunaway) == true)
                {
                    tag = GlobalVariables.tagPrimaryRunaway + GlobalVariables.tagLeft;
                }
                else
                {
                    tag = GlobalVariables.tagSecondaryRunaway + GlobalVariables.tagLeft;
                }
            }
            else if (GlobalVariables.FlipCoin() == false)
            {
                GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic;

                if (tag.Contains(GlobalVariables.tagPrimaryRunaway) == true)
                {
                    tag = GlobalVariables.tagPrimaryRunaway + GlobalVariables.tagRight;
                }
                else
                {
                    tag = GlobalVariables.tagSecondaryRunaway + GlobalVariables.tagRight;
                }
            }
        }
    }
Exemple #2
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    private void SpawnRunaway(string runaway)
    {
        SetRunaway(runaway);

        if (GlobalVariables.FlipCoin() == true)
        {
            runawayInstance = Instantiate(runawayPrefab, GlobalVariables.gameCanvas.transform, false);
            runawayInstance.transform.localPosition = runawayPrefab.transform.localPosition;

            runawayInstance.tag = runaway + "Left";
        }
        else
        {
            runawayInstance = Instantiate(runawayPrefab, GlobalVariables.gameCanvas.transform, false);
            runawayInstance.transform.localPosition = runawayPrefab.transform.localPosition * new Vector2(-1, 1);

            runawayInstance.tag = runaway + "Right";
        }
    }