예제 #1
0
    public void Move(float move, bool crouch, bool jump)
    {
        if (!crouch)
        {
            if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
            {
                crouch = true;
            }
        }

        if (m_Grounded || m_AirControl)
        {
            if (crouch)
            {
                if (!m_wasCrouching)
                {
                    m_wasCrouching = true;
                    onCrouchEvent.Invoke(true);
                }

                move *= m_CrouchSpeed;

                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = false;
                }
            }
            else
            {
                if (m_CrouchDisableCollider != null)
                {
                    m_CrouchDisableCollider.enabled = true;
                }

                if (m_wasCrouching)
                {
                    m_wasCrouching = false;
                    onCrouchEvent.Invoke(false);
                }
            }


            Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);

            m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

            if (move > 0 && !m_FacingRight)
            {
                Flip();
            }
            else if (move < 0 && m_FacingRight)
            {
                Flip();
            }
        }

        if (m_Grounded && jump)
        {
            m_Grounded = false;
            m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
        }
    }
예제 #2
0
 // Update is called once per frame
 void OnTriggerEnter()
 {
     toggle = !toggle;
     onToggleChange.Invoke(toggle);
     SetChildrenTo(toggle);
 }
예제 #3
0
 void OnMouseDown()
 {
     toggle.Invoke(toggled);
     toggled = !toggled;
 }