示例#1
0
        private void FixedUpdate()
        {
            if (_jumping)
            {
                Jump();
                return;
            }
            var wasGrounded = Grounded;

            var size = Physics2D.OverlapCircleNonAlloc(groundCheck.position, GroundedRadius, _colliders, whatIsGround);

            for (var i = 0; i < size; i++)
            {
                if (_colliders[i].gameObject == gameObject)
                {
                    continue;
                }

                Grounded      = true;
                _currentJumps = 0;
                if (!wasGrounded)
                {
                    OnLandEvent?.Invoke();
                }
                return;
            }

            Grounded = false;
        }
示例#2
0
    private void HandleStateUpdate(bool wasRunningLastFrame)
    {
        //Register Wall Slide
        if (!_mover.IsGrounded)
        {
            if ((_mover.CollidedLeft && _goingLeft) || (_mover.CollidedRight && _goingRight))
            {
                if (!state.isSliding)
                {
                    _velocity.y = (_velocity.y > maxGravity * slideGravityDamping) ? _velocity.y : maxGravity * slideGravityDamping;
                }
                state.isSliding = true;
            }

            else if (!_mover.HasCollidedHorizontal && state.isSliding)
            {
                state.isSliding = false;
            }
        }
        else if (state.isSliding)
        {
            state.isSliding = false;
        }

        if (state.isReeling && _mover.HasCollidedHorizontal)
        {
            state.isReeling       = false;
            state.gravityDisabled = false;
        }

        if (_mover.HasLanded)
        {
            state.ResetAbilityUsage();
            state.isSliding = false;

            OnLandEvent?.Invoke();
        }

        //run-event should be called in the frame that movement goes from 0 to not-zero, as well as any frame where the player lands while moving.
        //TODO: rework sound system.
        if ((!wasRunningLastFrame || _mover.HasLanded) && horizontalMove != 0 && _mover.IsGrounded && !_mover.HasCollidedHorizontal)
        {
            OnRunStartEvent?.Invoke();
        }
        else if ((wasRunningLastFrame && horizontalMove == 0 && _mover.IsGrounded) || _mover.HasLeftGround || _mover.IsGrounded && _mover.HasCollidedHorizontal)
        {
            OnRunEndEvent?.Invoke();
        }
    }
    private void FixedUpdate()
    {
        bool wasGrounded = m_Grounded;         //������ ���� ���� ���������� �Ǻ�, �� ���� ���̾����� �Ǻ�

        m_Grounded = false;

        // �ֺ��� Ȯ��, �� ���̾ �ִٸ� �� ��ȯ
        if (Physics2D.OverlapCircle(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround))
        {
            m_Grounded = true;
            if (!wasGrounded) //�������̾��ٸ� idle ���·� �ٲ�� �ϹǷ� �̺�Ʈ invoke
            {
                OnLandEvent.Invoke();
            }
        }
    }
示例#4
0
 public void OnLandEffect()
 {
     OnLandEvent?.Invoke();
 }