Inheritance: MonoBehaviour
Exemple #1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "dropbox")
     {
         if (FindObjectOfType <GameScript>().Rand.NextDouble() < 0.5D)
         {
             LadderZone ladder = collision.gameObject.GetComponent <Dropbox>().Ladder;
             Physics2D.IgnoreCollision(GetComponent <CircleCollider2D>(), ladder.IgnoredPlatform.GetComponent <Collider2D>(), true);
             Physics2D.IgnoreCollision(GetComponent <CircleCollider2D>(), ladder.IgnoredPlatformBottom.GetComponent <Collider2D>(), true);
             _Rb2d.velocity = new Vector2(0, _Rb2d.velocity.y);
         }
     }
 }
Exemple #2
0
    // when on a trigger
    void OnTriggerStay2D(Collider2D other)
    {
        // TODO: it would be more efficient to move this to the ladder object, since it will have few OnTriggerStay2D events to check

        LadderZone ladder = other.GetComponent <LadderZone>();

        if (ladder)
        {
            if (verticalInput())
            {
                setLayer(ladderLayer);
            }
        }
        else if (_character.gameObject.layer == ladderLayer)
        {
            setLayer(_initialPhysicsLayer);
        }
    }
 public void SetLadderZone(LadderZone z)
 {
     ladderZone = z;
 }
 public void SetLadderZone(LadderZone zone)
 {
     m_OnLadderState.AreaZone = zone;
 }