示例#1
0
 private void HangUpdate()
 {
     if (player.viableHangs.Count != 0)
     {
         float      min  = Mathf.Infinity;
         HangObject best = null;
         foreach (HangObject x in player.viableHangs)
         {
             if (x.Validate())
             {
                 float tmp = (player.transform.position - x.hangPoint.transform.position).magnitude;
                 if (tmp < min)
                 {
                     min  = tmp;
                     best = x;
                 }
             }
         }
         if (best != null)
         {
             player.actualHang = best;
             player.actualPhase.SendRequestToCreateState(PlayerStates.Hang);
         }
     }
 }
示例#2
0
    private HangObject CreateHang(Transform player)
    {
        switch (typeOfHang)
        {
        case HangTypes.Ledge:
            return(actHang = new Ledge(gameObject, player.gameObject));

        default:
            return(actHang = new Ledge(gameObject, player.gameObject));
        }
    }