//void Fall() //{ // if(!isGrounded) // { // state_ = PlayerState.STATE_FALLING; // // } //} void DrawDebugRays(bool active) { if (active) { Vector3 forward = transform.TransformDirection(Vector3.right) * 5; Vector3 down = transform.TransformDirection(Vector3.down) * distanceToGround * 5; Debug.DrawRay(transform.position, forward, Color.green); // Draws ray ( length 5 ) so we can see forward direction Debug.DrawRay(transform.position, down, Color.green); // Draws ray ( length 5 ) so we can see forward direction //Debug.DrawRay(transform.position, gH.HitPoint, Color.black); //draw line from player to mouse position Debug.DrawRay(transform.position, gH.CursorPosition() - transform.position, Color.blue); } }