/// <summary> /// ici reset tout à false /// </summary> private void ResetNormalAndCollision() { ListExt.ClearArray(colliderNormalArray); ListExt.ClearArray(objectInCollision); if (collisionType != CollisionType.InAir) { lastCollisionTypePersist = collisionType; normalSumCollidePrevious = normalSumCollide; } collisionType = CollisionType.InAir; }
/// <summary> /// init le player /// </summary> private void InitCollision() { ListExt.ClearArray(colliderNormalArray); ListExt.ClearArray(objectInCollision); }