void OnTriggerExit2D(Collider2D collision) { switch (direction) { case 0: parent.set_in_air(true); statu = true; break; case 1: parent.set_against_wall(false); statu = false; break; case 2: parent.set_against_wall_2(false); statu = false; break; case 3: parent.set_against_ceiling(false); statu = false; break; case 4: parent.set_against_monster(false); parent.set_jump_target(collision.gameObject.GetComponent <charactor>()); statu = false; break; } }
void OnTriggerExit2D(Collider2D collision) { switch (direction) { case 0: parent.set_in_air(true); break; case 1: parent.set_against_wall(false); break; case 2: parent.set_against_wall_2(false); break; case 3: parent.set_against_ceiling(false); break; } }