private void Init(bool showMapName, Vector2 pos, string name, string targetMap, string targetSpawn, FutileFourDirectionBaseObject.Direction exitDirection) { this.showMapName = showMapName; this.pos = pos; this.name = name; this.targetMap = targetMap; this.targetSpawn = targetSpawn; this.exitDirection = exitDirection; }
public void HandlePlayerCollision(Player p) { if (isMoving) return; isBeingPushed = true; if (Mathf.Round(p.x + p.hitBox.x + p.hitBox.width/2f) > this.x - 8 && Mathf.Round( p.x + p.hitBox.x - p.hitBox.width/2f) < this.x + 8) { if (p.y + p.hitBox.y > this.y) pushDir = FutileFourDirectionBaseObject.Direction.DOWN; else pushDir = FutileFourDirectionBaseObject.Direction.UP; } else if (p.x + p.hitBox.x < this.x) pushDir = FutileFourDirectionBaseObject.Direction.RIGHT; else pushDir = FutileFourDirectionBaseObject.Direction.LEFT; }