public void OnTriggerExit2D(Collider2D other) { var parameters = other.gameObject.GetComponent <ControllerPhysicsVolume2D>(); if (parameters == null) { return; } _overrideParameters = null; }
public void OnTriggerEnter2D(Collider2D other) { var parameters = other.gameObject.GetComponent <ControllerPhysicsVolume2D>(); if (parameters == null) { return; } _overrideParameters = parameters.Parameters; // Here we overrive the default parameters with the trigger's parameters }
/// <summary> /// Wyjscie ze srodowiska o zmienionych parametrach. /// </summary> public void OnTriggerExit2D(Collider2D other) { var parameters = other.gameObject.GetComponent <ControllerPhysicsVolume2D>(); if (parameters == null) { return; } /// Parametry nie sa juz nadpisywane poprzednimi wartosciami. _overrideParameters = null; }
/// <summary> /// Wykrycie ze gracz znalazl sie w innym srodowisku (np. wodzie). /// </summary> public void OnTriggerEnter2D(Collider2D other) { var parameters = other.gameObject.GetComponent <ControllerPhysicsVolume2D>(); if (parameters == null) { return; } /// Nadpisanie parametrow kontrolera. _overrideParameters = parameters.Parameters; }
/*handles the situation where the ControllerParameters2D need to be overrided, in dif volumes*/ public void OnTriggerEnter2D(Collider2D other) { // if enter a new object has ControllerPhysicsVolume2D attached to it, then overwrite the parameters var parameters = other.gameObject.GetComponent <ControllerPhysicsVolume2D>(); if (parameters == null) { return; } _overrideParameters = parameters.Parameters; }
public void OnTriggerExit2D( Collider2D other ) { var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>(); if ( parameters == null ) return; _overrideParameters = null; InsideVolume = "None"; }
public void OnTriggerExit2D(Collider2D other) { var volume = other.gameObject.GetComponent<ControllerPhysicsVolumes>(); if (volume == null) return; _overrideParameters = null; }
// Wyjscie ze srodowiska o zmienionych parametrach. public void OnTriggerExit2D(Collider2D other) { var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>(); if (parameters == null) return; // Parametry nie sa juz nadpisywane poprzednimi wartosciami. _overrideParameters = null; }
// Wykrycie ze gracz znalazl sie w innym srodowisku (np. wodzie). public void OnTriggerEnter2D(Collider2D other) { var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>(); if (parameters == null) return; // Nadpisanie parametrow kontrolera. _overrideParameters = parameters.Parameters; }
public void OnTriggerEnter2D(Collider2D other) { var parameters = other.gameObject.GetComponent<ControllerPhysichs2D>(); if (parameters == null) return; _overrideParameters = parameters.Parameters; }
public void ResetParameters() { _overrideParameters = null; _swimming = false; }
public void OnTriggerExit2D(Collider2D other) { var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>(); if (parameters == null) return; _overrideParameters = null; // When we exit the volume we return it to null }
public void OnTriggerEnter2D(Collider2D other) { var parameters = other.gameObject.GetComponent<ControllerPhysicsVolume2D>(); if (parameters == null) return; _overrideParameters = parameters.Parameters; // Here we overrive the default parameters with the trigger's parameters }
public void Start() { controller = GetComponent <CharacterController2D>(); IsFacingRight = transform.localScale.x > 0; Parameters = new ControllerParameters2D(); }