private void OnCollisionEnter2D(Collision2D collision) { PlayerEntity player = collision.gameObject.GetComponent <PlayerEntity>(); Rigidbody2D playerRigidbody = collision.gameObject.GetComponent <Rigidbody2D>(); if (!_isSticky) { _wallManagerScript.Bounce(player.GetLastFrameVelocity(), collision.GetContact(0).normal, playerRigidbody, player.speed, friction); } else { _wallManagerScript.StickyWall(playerRigidbody); } //permet aux murs connectés de partagés leur dommages //Si un mur est connecté à celui à sa droite, alors le mur à la droite prendra les mêmes dégâts que celui à gauche, et vice-versa if (_isConnected) { if (player.GetPlayerINPUTSTATE() != PlayerEntity.INPUTSTATE.GivingInput) { _wallManagerScript.ConnectedtWallDammage(player.GetVelocityRatio(), gameObject, _connectedWallProprieties, _connectedWallChange); _thisWallChange.SetShaderNeededTrue(); _connectedWallChange.SetShaderNeededTrue(); } } }
private void OnCollisionEnter2D(Collision2D collision) { PlayerEntity player = collision.gameObject.GetComponent <PlayerEntity>(); Rigidbody2D playerRigidbody = collision.gameObject.GetComponent <Rigidbody2D>(); _anim.SetBool("isHit", true); _wallManagerScript.Bounce(player.GetLastFrameVelocity(), collision.GetContact(0).normal, playerRigidbody, player.speed, friction); if (_newSoundManagerScript != null) { _newSoundManagerScript.PlaySound("BumperHit"); } }