void FixedUpdate()
    {
        var emission = dustParticles.emission;

        if (pc.IsSpeeding() && groundCheck.TouchingWall())
        {
            RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, 5, 1 << LayerMask.NameToLayer(Layers.Ground));
            if (hit.collider != null)
            {
                var pos = dustParticles.transform.position;
                pos.y = hit.point.y;
                dustParticles.transform.position = pos;
            }
            emission.enabled = true;
        }
        else
        {
            emission.enabled = false;
        }

        if (pc.IsSpeeding() && trails.Count > 0)
        {
            foreach (TrailRenderer t in trails)
            {
                t.emitting = true;
            }
        }
        else if (!pc.IsSpeeding() && trails.Count > 0)
        {
            foreach (TrailRenderer t in trails)
            {
                t.emitting = false;
            }
        }
    }
    void UpdateWallSliding()
    {
        bool touchingLastFrame = touchingWall;

        touchingWall = wallCheck.TouchingWall() && !dead;
        if (!touchingLastFrame && touchingWall)
        {
            OnWallHit();
        }
        else if (touchingLastFrame && !touchingWall)
        {
            OnWallLeave();
        }
    }
Пример #3
0
    void UpdateWallSliding()
    {
        GameObject touchingLastFrame = touchingWall;

        touchingWall = wallCheck.TouchingWall();
        if (!touchingLastFrame && touchingWall && !justLeftWall)
        {
            OnWallHit(touchingWall);
        }
        else if (touchingLastFrame && !touchingWall)
        {
            OnWallLeave();
        }
    }