private void CheckGround() { bool tmpLanded = Physics.Raycast(transform.position, -transform.up, checkGroundDownDistance); if (!isGrounded && tmpLanded) { OnLanded?.Invoke(); } if (isGrounded && !tmpLanded) { OnLeftGround?.Invoke(); } isGrounded = tmpLanded; }
private void OnCollisionExit(Collision collision) { OnLeftGround?.Invoke(); Debug.Log("OnCollisionExit"); this.collision = null; }