public void DeactivateCorrespondingCollider(FourDirections dir) { switch (dir) { case FourDirections.North: //Debug.Log ("North"); //Activate RightUp collider and animation colliderUp.DisableCollider(); break; case FourDirections.East: //Debug.Log ("East"); colliderRight.DisableCollider(); break; case FourDirections.South: //Debug.Log ("South"); colliderDown.DisableCollider(); break; case FourDirections.West: //Debug.Log ("West"); colliderLeft.DisableCollider(); break; } }
private void DeactivateCorrespondingCollider(FourDirections dir) { switch (dir) { case FourDirections.North: Debug.Log("RIGHT UP"); swordColliderUp.DisableCollider(); break; case FourDirections.East: Debug.Log("UP LEFT"); swordColliderRight.DisableCollider(); break; case FourDirections.South: Debug.Log("LEFT DOWN"); swordCollider.DisableCollider(); break; case FourDirections.West: Debug.Log("DOWN RIGHT"); swordColliderLeft.DisableCollider(); break; } }
private void DeactivateCorrespondingCollider(FourDirections direction) { switch (direction) { case FourDirections.North: //Debug.Log ("North"); swordColliderUp.DisableCollider(); break; case FourDirections.East: //Debug.Log ("East"); swordColliderRight.DisableCollider(); break; case FourDirections.South: //Debug.Log ("South"); swordCollider.DisableCollider(); break; case FourDirections.West: //Debug.Log ("West"); swordColliderLeft.DisableCollider(); break; } }
// Use this for initialization void Start() { playerAttackInfo = GetComponent <AttackInfoContainer> (); //playerOrientation = GetComponent<PlayerOrientation> (); movementInfo = GetComponent <AbilityBasicMovement> (); playerBody = GetComponent <Rigidbody2D> (); spriteRenderer = GetComponent <SpriteRenderer> (); animator = GetComponent <Animator> (); //orientationSystem = GetComponent<OrientationSystem> (); DirectionHandler = new FourDirectionSystem(); chargeAttackState = ChargeAttackState.Setup; colliderUp = GameObject.Find("cAttack Collider Up").GetComponent <SwordCollider> (); colliderDown = GameObject.Find("cAttack Collider Down").GetComponent <SwordCollider> (); colliderLeft = GameObject.Find("cAttack Collider Left").GetComponent <SwordCollider> (); colliderRight = GameObject.Find("cAttack Collider Right").GetComponent <SwordCollider> (); colliderUp.DisableCollider(); colliderDown.DisableCollider(); colliderRight.DisableCollider(); colliderLeft.DisableCollider(); }