// HELPERS private void setGravity(Vector2 newGravity) { // Adjust gravity, if necessary if (newGravity == _oldG) { return; } Physics2D.gravity = newGravity; // Raise the gravity changed event GravityChangeEventArgs args = new GravityChangeEventArgs { OldVector = _oldG, NewVector = Physics2D.gravity, }; _changedInvoker?.Invoke(this, args); }
public void SetZeroGravity() { // Adjust the direction/magnitude of gravity Vector2 old = Physics2D.gravity; Physics2D.gravity = Vector2.zero; // Raise the changed event, if gravity actually changed if (Physics2D.gravity != old) { GravityChangeEventArgs args = new GravityChangeEventArgs { OldVector = old, NewVector = Physics2D.gravity, }; _changedInvoker?.Invoke(this, args); } }