void GroundCheck() { DistanceToGround = calculateChecks.GroundCheck(true); // Calculate Ground check // grounded = (DistanceToGround < 0.02f) ? true : false; if (DistanceToGround < 0.02f) { grounded = true; } else { grounded = false; } }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Area checks public void Check_Ground() { _distanceToGround = calculateChecks.GroundCheck(_isUpright); // Calculate Ground check if ((_distanceToGround < (howCloseIsSolid + colliderBuffer)) && (currentFallSpeed * gravityMultiplier <= 0.0)) { _onGround = true; Refresh_MultiJump(); } else { _onGround = false; } }
public bool GroundCheck() { grounded = (calculateChecks.GroundCheck() < ClosenessToSolid) ? true : false; return(grounded); }