// Use this for initialization
 void Awake()
 {
     script_playerAction = GetComponent <PlayerActionScript>();
     bC_collider         = this.GetComponent <BoxCollider>();
     pA_playerAction     = e_PlayerAction.Falling;
     b_isFacingRight     = true;
     InitializeNullVariables();
 }
    private void ApplyGravity()
    {
        //if (CheckPlayerInAir())
        //{
        v2_playerVelocity.y -= f_gravity * Time.deltaTime;
        //}

        if (v2_playerVelocity.y < 0)
        {
            pA_playerAction = e_PlayerAction.Falling;
        }

        CheckVerticalCollision();
        CheckHorizontalCollision();
    }
    private void CheckVerticalCollision()
    {
        Vector2 verticalDirection = Vector2.up;

        if (pA_playerAction != e_PlayerAction.Jumping)
        {
            verticalDirection = Vector2.down;
        }

        Vector2 startPoint = new Vector2(transform.position.x - r_box.width / 2, transform.position.y); // + r_box.center.y);
        Vector2 endPoint   = new Vector2(transform.position.x + r_box.width / 2, transform.position.y); // + r_box.center.y);

        float distance = r_box.height / 2 + (pA_playerAction == e_PlayerAction.Standing ? i_margin : Mathf.Abs(v2_playerVelocity.y * Time.deltaTime));

        bool verticalConnected = CheckCollision(i_verticalRays, startPoint, endPoint, verticalDirection, distance, false, lM_mask);

        if (verticalConnected)
        {
            pA_playerAction = e_PlayerAction.Standing;
            transform.Translate(Vector2.down * (rH_hitInfo.distance - r_box.height / 2.0f + 0.001f));
            v2_playerVelocity.y = 0;
        }

        if (!verticalConnected && pA_playerAction == e_PlayerAction.Standing)
        {
            pA_playerAction = e_PlayerAction.Falling;
        }

        bool weaponConnected = CheckCollision(i_verticalRays, startPoint, endPoint, verticalDirection, distance, false, lM_mask2);

        if (weaponConnected)
        {
            script_playerAction.SetWeaponNearby  = true;
            script_playerAction.SetWeaponToEquip = rH_hitInfo.collider.gameObject;
        }
    }
 public void SetActionToJumping()
 {
     pA_playerAction = e_PlayerAction.Jumping;
 }