void OnTriggerEnter2D(Collider2D collision) { DynamicPlayerController player = collision.GetComponent <DynamicPlayerController>(); // We only care about things that enter our trigger volume when they have a DynamicPlayerController // (ie. a Player) that is part of that game object. if (player == null) { return; } // We only care about setting our connectedBody if it does not already // have a refernece to a rigid body. SpringJoint2D balloonSpringJoint = this.GetComponent <SpringJoint2D>(); if (balloonSpringJoint.connectedBody != null) { return; } Rigidbody2D playerRigidBody = player.GetComponent <Rigidbody2D>(); balloonSpringJoint.connectedBody = playerRigidBody; balloonSpringJoint.connectedAnchor = Vector2.up * 0.4f; // 0, 0.4 }
void Start() { currentWeapon = DataHelper.DEFAULT_SELECTED_WEAPON_INDEX; lastSelected = GameObject.FindGameObjectWithTag("defaultWeapon").GetComponent <Button_SwitchWeapon>(); mngScript = Weapons_PUs_Manager.Instance; spCntScript = GetComponent <StaticPlayerController>(); dpCntScript = GetComponent <DynamicPlayerController>(); }
void OnDisable() { g_singleton = null; }
void OnEnable() { g_singleton = this; }