/// <summary>
 ///     Manages player facing direction and relevant components
 /// </summary>
 /// <param name="characterComponents"><see cref="CharacterComponents"/> component</param>
 /// <param name="collider2DArrary"><see cref="Collider2D"/> array component of the gameObject</param>
 /// <param name="move">Moving magnitud with sign</param>
 public static void ManagePlayerFacing(CharacterComponents characterComponents, Collider2D[] collider2DArrary, float move)
 {
     // If the input is moving the player right and the player is facing left...
     if (move > 0.0f && !characterComponents.CharacterFlags.IsFacingRight)
     {
         // ... flip the player.
         characterComponents.CharacterFlags.IsFacingRight =
             CharacterController2D.FlipFacingDirection(characterComponents.CharacterFlags.IsFacingRight, characterComponents.SpriteRenderer);
         // ReOffsets gameObject Collider2Ds
         CharacterController2D.ReOffsetCollider2Ds(collider2DArrary);
         // Flip needed transforms
         CharacterController2D.ManageTransforms(new Transform[] { characterComponents.AttackCheck, characterComponents.ThrowCheck });
     }
     // Otherwise if the input is moving the player left and the player is facing right...
     else if (move < 0.0f && characterComponents.CharacterFlags.IsFacingRight)
     {
         // ... flip the player.
         characterComponents.CharacterFlags.IsFacingRight =
             CharacterController2D.FlipFacingDirection(characterComponents.CharacterFlags.IsFacingRight, characterComponents.SpriteRenderer);
         // ReOffsets gameObject Collider2Ds
         CharacterController2D.ReOffsetCollider2Ds(collider2DArrary);
         // Flip needed transforms
         CharacterController2D.ManageTransforms(new Transform[] { characterComponents.AttackCheck, characterComponents.ThrowCheck });
     }
 }
示例#2
0
 public CharacterStateGrounded(CharacterComponents characterComponents, Collider2D[] collider2DArrary, Vector3 velocity)
 {
     _characterComponents = characterComponents;
     _collider2DArrary    = collider2DArrary;
     _velocity            = velocity;
 }