/* * \brief Called whilst a collision is taking place */ void OnCollisionStay(Collision collision) { m_physics.CallOnCollisionStay(collision, ref m_playerState, m_playerPositionAlpha); if (m_physics.CollisionType == CollisionState.OnWall) { m_playerPositionAlpha = m_lastPlayerPositionAlpha; } }
/* * \brief Called whilst a collision is taking place */ void OnCollisionStay(Collision collision) { if (m_playerState == PlayerState.FallingFromTower) { return; } m_physics.CallOnCollisionStay(collision, ref m_playerState, ref m_playerPositionAlpha); if (m_physics.CurrentCollisionState == CollisionState.OnWall) { m_playerPositionAlpha = m_lastPlayerPositionAlpha; } }
/* * \brief Called whilst a collision is taking place */ void OnCollisionStay(Collision collision) { m_wallJump.CallOnCollisionStay(collision, ref m_physics, ref m_playerState); m_physics.CallOnCollisionStay(collision, ref m_wallJump); }