void Awake() { layermask = LayerMask.GetMask("Obstacles", "Ground", "CameraWall"); //(1 << LayerMask.NameToLayer("Obstacles")) | (1 << LayerMask.NameToLayer("Ground")); // Initialize array of collision points collisionPoints = new Transform[10]; collisionPoints[(int)COLLISIONPOINT.GROUNDED1] = transform.Find("groundedCheck1").transform; collisionPoints[(int)COLLISIONPOINT.GROUNDED2] = transform.Find("groundedCheck2").transform; collisionPoints[(int)COLLISIONPOINT.LEFT] = transform.Find("left").transform; collisionPoints[(int)COLLISIONPOINT.RIGHT] = transform.Find("right").transform; collisionPoints[(int)COLLISIONPOINT.CORNER1] = transform.Find("corner1").transform; collisionPoints[(int)COLLISIONPOINT.CORNER2] = transform.Find("corner2").transform; collisionPoints[(int)COLLISIONPOINT.CORNER3] = transform.Find("corner3").transform; collisionPoints[(int)COLLISIONPOINT.CORNER4] = transform.Find("corner4").transform; collisionPoints[(int)COLLISIONPOINT.BIG1] = transform.Find("big1").transform; collisionPoints[(int)COLLISIONPOINT.BIG2] = transform.Find("big2").transform; hits = new Collider2D[5]; body = gameObject.GetComponent <SMBPhysicsBody>(); if (body == null) { Debug.LogError("Collisions need BasicMovement to work"); } }
void Awake() { body = gameObject.GetComponent <SMBPhysicsBody>(); obsColls = gameObject.GetComponent <ObstacleCollision>(); }