public override IEnumerator UB() { yield return(new WaitForSeconds(.02f)); upblock = false; rightblock = false; leftblock = false; downblock = false; RaycastHit hit; LayerMask l = 1 << 9; // Does the ray intersect any objects excluding the player layer if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, 0.7f, l)) { blockrotation = rotation.zero; upblock = true; } if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.right), out hit, 0.7f, l)) { if (upblock != true) { blockrotation = rotation.three; } rightblock = true; } if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.back), out hit, 0.7f, l)) { if (upblock != true || rightblock != true) { blockrotation = rotation.six; } downblock = true; } if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.left), out hit, 0.7f, l)) { if (upblock != true || rightblock != true || downblock != true) { blockrotation = rotation.nine; } leftblock = true; } SpriteObj.GetComponent <SpriteRenderer>().sprite = BlockSettings[1].Texture; BlockSet(); yield return(null); }
public new void Initialize() { maxHealth = 1; base.Initialize(); animHand = SpriteObj.GetComponent <s_animhandler>(); }