void OnTriggerEnter2D(Collider2D col) { if (outsideColl != null) { //Debug.Log ("OutsideColl not null: " + outsideColl.gameObject); Destroy(outsideColl.gameObject.GetComponent <FixedJoint2D> ()); } GameObject launcher = col.gameObject; //if nothing has been identified as the launchee and the launcher isn't the launche(if billie walks across it), do nothing //Debug.Log("Trigger script. Launchee= " + launchee + "Launcher= " + launcher); if (launcher.tag == "simplemachine") { //Destroy (launcher); } if (launchee != null && launchee != launcher && launcher.tag != "Bullet") { //if (launcher.name == "Billie" && launchee.tag == "canmovepulley") { // launchee.transform.Translate //} //else { rb.constraints = RigidbodyConstraints2D.None; blowUp = launchee.GetComponent <ForceExperiments> (); //Move the launchee up so it doesn't get affected by the lever sprite switch if (applyItOnce == true) { //applyItOnce = false; launchee.transform.Translate(Vector3.up * 7); } //if the launchee is to the right of the fulcrum (child of the lever object), pass false to ForceExperiments //if to the left, pass true. //Debug.Log("Fulcrum pos: " + fulcrum.position.x); //Debug.Log("launchee x pos: " + launchee.transform.position.x); if (launchee.transform.position.x + 1.0f > fulcrum.position.x) { //if there is something to be launched, launch it if (applyItOnce == true) { blowUp.goFlying(false); applyItOnce = false; } this.transform.localRotation = Quaternion.Euler(0, 180, 0); } else { if (applyItOnce == true) { blowUp.goFlying(true); applyItOnce = false; } this.transform.localRotation = Quaternion.Euler(0, 0, 0); } //once launched, the lauchee is no longer the launchee //launchee = null; stopExit = false; //} } }
public bool isGrounded; // Whether or not the player is grounded. // Awake is used to initialize any variables before the game starts // Called after all objects are initialized so you can safely communicate with other objects // void Awake() { originalRotate = transform.rotation; appliedForce = GetComponent <ForceExperiments> (); rb = GetComponent <Rigidbody2D>(); col = GetComponent <CapsuleCollider2D> (); groundCheckRadius = .1f; //col.size.x * .5f animator = GetComponent <Animator>(); //isGrounded = Physics2D.OverlapCircle (groundCheckPoint.position, groundCheckRadius, groundLayers); spriteRenderer = GetComponent <SpriteRenderer>(); pos = RigidbodyConstraints2D.FreezeRotation; }