public void updateControlScheme(Levels level) { currentLevel = level; if (level == Levels.ZigZag) { m_Rigidbody.gravityScale = 2; m_Collider.isTrigger = false; playerControl = Controls[0]; m_Rigidbody.freezeRotation = false; } else if (level == Levels.Maze) { m_Rigidbody.gravityScale = 0; m_Rigidbody.velocity = Vector2.zero; m_Rigidbody.freezeRotation = true; m_Collider.isTrigger = false; playerControl = Controls [1]; } else if (level == Levels.Mine) { m_Rigidbody.gravityScale = 0; m_Rigidbody.velocity = Vector2.zero; playerControl = Controls [2]; m_Rigidbody.freezeRotation = false; m_Collider.isTrigger = true; } else if (level == Levels.FastClick) { //m_Rigidbody.gravityScale = 1; m_Rigidbody.velocity = Vector2.zero; playerControl = Controls [3]; m_Rigidbody.freezeRotation = false; m_Collider.isTrigger = false; } }
// Use this for initialization void Start() { currentLevel = Levels.Maze; m_Rigidbody = GetComponent <Rigidbody2D>(); m_Collider = GetComponent <Collider2D>(); playerControl = Controls [4]; m_Rigidbody.gravityScale = 2; }