protected ImpactForceSettings GetDirectionFromImpact(Collider2D collider, ImpactForceSettings toUpdate) { //if its a bullet we get the side on which we are getting hit and applying the addimpactforce in that direction Bullet bullet = collider.GetComponent<Bullet>(); if (bullet != null) { Vector3 dir = (collider.gameObject.transform.position - gameObject.transform.position).normalized; if (Mathf.Abs(dir.z) < 0.05f) { if (dir.x > 0) toUpdate.DirectionComingForm = Direction2D.Right; else if (dir.x < 0) toUpdate.DirectionComingForm = Direction2D.Left; } } return toUpdate; }
protected ImpactForceSettings GetDirectionFromImpact(Collider2D collider, ImpactForceSettings toUpdate) { //if its a bullet we get the side on which we are getting hit and applying the addimpactforce in that direction Bullet bullet = collider.GetComponent <Bullet>(); if (bullet != null) { Vector3 dir = (collider.gameObject.transform.position - gameObject.transform.position).normalized; if (Mathf.Abs(dir.z) < 0.05f) { if (dir.x > 0) { toUpdate.DirectionComingForm = Direction2D.Right; } else if (dir.x < 0) { toUpdate.DirectionComingForm = Direction2D.Left; } } } return(toUpdate); }
public void UpdateImpactForceSetting(ImpactForceSettings toUpdate) { ImpactForceSettings = toUpdate; }
public void UpdateImpactForceSetting(ImpactForceSettings toUpdate) { }