// TODO: Refactor this to be generic for any jump request public void GroundedJump() { RequestingJump = false; IsGrounded.SetValue(false); body.velocity += Vector2.up * (jumpForce * jumpMultiplier); //body.AddForce(Vector2.up * (jumpForce + jumpModifier), ForceMode2D.Impulse); RequestingJump = false; jumpAudio.PlayRandomSound(); ChangeState <RaccoonStateInAir>(); }
void CheckIfAgainstWall() { Vector2 rayStart = frontGrip.position; bool againstWallResult = Physics2D.Raycast(rayStart, Vector2.right * direction, surfaceCheckDistance, groundLayer); IsAgainstWall.SetValue(againstWallResult || false); Debug.DrawRay(rayStart, Vector2.right * direction * surfaceCheckDistance, new Color(0, 1, 0)); }
public void OnEnable() { onTarget.SetValue(false); }