private void CheckProspectiveCentroids(int colliderCastResultCount) { for (int i = 0; i < colliderCastResultCount; i++) { if (StaticUtilities.Vector2_Equal_CustomThreshold(transform.position, currentTargetCentroids[i], groundedDistanceThreshold)) { // Debug.Log("t pos: " + transform.position + " || centroidPos: " + currentTargetCentroids[i] + " || Distance: " + Vector2.Distance(transform.position, currentTargetCentroids[i])); Vector2 newGroundVector = CreateNewGroundVector(i); ChangeGroundVector(newGroundVector); ChangeGroundedStatus(true); } else { ChangeGroundedStatus(false); } } }