Esempio n. 1
0
    private void OnCollisionStay2D(Collision2D collision)
    {
        // determine if objects on the treadmill are supposed to move
        if (collision.collider.CompareTag("Physical Object"))
        {
            GameObject  objectOnTreadmill = collision.gameObject;
            Rigidbody2D rb = objectOnTreadmill.GetComponent <Rigidbody2D>();

            if (rb.velocity.magnitude < speed)
            {
                float horizontal = dir * speed * Time.deltaTime;
                float vertical   = rb.velocity.y * Time.deltaTime;
                rb.velocity = new Vector3(horizontal, vertical, 0.0f);
            }
        }
        if (collision.collider.CompareTag("Player"))
        {
            PlayerController player = collision.gameObject.GetComponent <PlayerController>();
            if (!player.GetOnTreadMill())
            {
                player.SetOnTreadmill(true);
                player.SetTreadmillVelocity(dir * speed);
            }
        }
        if (collision.collider.CompareTag("Arm"))
        {
            ArmController hand = collision.gameObject.GetComponent <ArmController>();
            if (!hand.GetOnTreadMill())
            {
                hand.SetOnTreadmill(true);
                hand.SetTreadmillVelocity(dir * speed);
            }
        }
    }
Esempio n. 2
0
 private void OnCollisionExit2D(Collision2D collision)
 {
     if (collision.collider.CompareTag("Player"))
     {
         PlayerController player = collision.gameObject.GetComponent <PlayerController>();
         player.SetOnTreadmill(false);
     }
     if (collision.collider.CompareTag("Arm"))
     {
         ArmController hand = collision.gameObject.GetComponent <ArmController>();
         hand.SetOnTreadmill(false);
     }
 }