/*public CollisionType GetTheSafestCallision() * { * return ((CollisionType)WhatKindOfNormalIsIt(DefineWhichNormalToChose())); * }*/ /// <summary> /// ici défini la normal de la somme des 4 collisions, /// et le type de collision que cela implique /// </summary> private void DefineNormalAndCollision() { //set new normal / collision normalSumCollide = QuaternionExt.GetMiddleOfXVector(colliderNormalArray); if (normalSumCollide == Vector3.zero) { //Debug.Log("PUTAIN POURQUOI C'4EST ZERO"); // normalSumCollide = Vector3.up; } //save previous collision / normal Vector3 normalToChose = DefineWhichNormalToChose(); CollisionType tmpCollision = (CollisionType)WhatKindOfNormalIsIt(normalToChose); if (tmpCollision == CollisionType.InAir && collisionType != CollisionType.InAir) { lastCollisionTypePersist = collisionType; normalSumCollidePrevious = normalSumCollide; } if (tmpCollision == CollisionType.Ground) { //Debug.Log("normalToCHose: " + normalToChose); for (int i = 0; i < colliderNormalArray.Length; i++) { //Debug.Log(colliderNormalArray[i]); } //Debug.Break(); } collisionType = tmpCollision; }