예제 #1
0
    void OnTriggerEnter2D(Collider2D collider)
    {
        GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> ();

        gs.sensitive  = false;
        gs.oldGravity = gs.gravity;
    }
예제 #2
0
    void OnTriggerExit2D(Collider2D collider)
    {
        GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> ();

        gs.sensitive = true;
        gs.gravity   = gs.oldGravity;
        //gs.gravity = (gs.transform.position - this.transform.position).normalized;
    }
예제 #3
0
    void OnTriggerStay2D(Collider2D collider)
    {
        GravitySensitive gs = collider.gameObject.GetComponent <GravitySensitive> ();
        //Newtown lax mass relaxed
        Vector2 attractorGravity = (this.transform.position - gs.transform.position).normalized * attractorForce;

        gs.gravity = (new Vector2(gs.oldGravity.x + attractorGravity.x, gs.oldGravity.y + attractorGravity.y)) / Mathf.Pow(Vector2.Distance(this.transform.position, gs.transform.position), 2.0f);
    }
예제 #4
0
 protected override void AwakeWrapped()
 {
     PlayerRigidbody2D = gameObject.GetComponent <Rigidbody2D>();
     PlayerHealth      = gameObject.GetComponent <PlayerHealth>();
     PlayerView        = gameObject.GetComponent <PlayerView>();
     PlayerMovement    = gameObject.GetComponent <PlayerMovement>();
     ScoreCollector    = gameObject.GetComponent <ScoreCollector>();
     StarCollector     = gameObject.GetComponent <StarCollector>();
     SpeedTrail        = gameObject.GetComponent <SpeedTrail>();
     LifeTimer         = gameObject.GetComponent <LifeTimer>();
     PlayerTactics     = gameObject.GetComponent <PlayerTactics>();
     GravitySensitive  = gameObject.GetComponent <GravitySensitive>();
 }