void OnCollisionEnter2D(Collision2D coll) { check_in_air(coll); if (coll.gameObject.layer != 9) // check ground layer { return; } if (enable_relax && coll.relativeVelocity.sqrMagnitude > strength) { m_control.body_relax(); } }
// 1. схватиться за край void update__grab_to_plane() { if (gymnast.is_grabbed()) { Physics2D.gravity = _gravity.Rotate(100f); gymnast.is_user_input = false; gymnast.body_relax(); gymnast.is_user_input = true; update_action_id = 1; var m = air_door_joint.motor; m.motorSpeed = -m.motorSpeed; air_door_joint.motor = m; StartCoroutine(show_help_grab()); } }