using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TouchingDirections : MonoBehaviour
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{
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public ContactFilter2D castFilter;
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public float groundDistance = 0.05f;
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public float wallDistance = 0.2f;
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public float ceilingDistance = 0.05f;
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private Vector2 wallCheckDirection => gameObject.transform.localScale.x > 0 ? Vector2.right : Vector2.left;
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Rigidbody2D rb;
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public GameObject rotorGO;
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BoxCollider2D touchingCol;
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Animator animator;
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Animator animator_rotor;
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RaycastHit2D[] groundHits = new RaycastHit2D[5];
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RaycastHit2D[] wallHits = new RaycastHit2D[5];
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RaycastHit2D[] ceilingHits = new RaycastHit2D[5];
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[SerializeField]
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private bool _isGrounded;
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public bool IsGrounded
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{
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get { return _isGrounded; }
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set
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{
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_isGrounded = value;
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animator.SetBool(AnimationStrings.Player.IsGrounded, value);
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animator_rotor.SetBool(AnimationStrings.Player.IsGrounded, value);
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}
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}
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[SerializeField]
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private bool _isAtWall;
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public bool IsAtWall
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{
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get { return _isAtWall; }
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set
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{
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_isAtWall = value;
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animator.SetBool(AnimationStrings.Player.IsAtWall, value);
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animator_rotor.SetBool(AnimationStrings.Player.IsAtWall, value);
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}
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}
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[SerializeField]
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private bool _isAtCeiling;
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public bool IsAtCeiling
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{
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get { return _isAtCeiling; }
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set
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{
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_isAtCeiling = value;
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animator.SetBool(AnimationStrings.Player.IsAtCeiling, value);
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animator_rotor.SetBool(AnimationStrings.Player.IsAtCeiling, value);
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}
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}
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void Awake()
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{
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rb = GetComponent<Rigidbody2D>();
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touchingCol = rb.GetComponent<BoxCollider2D>();
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animator = rb.GetComponent<Animator>();
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animator_rotor = rotorGO.GetComponent<Animator>();
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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void FixedUpdate()
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{
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IsGrounded = touchingCol.Cast(Vector2.down, castFilter, groundHits, groundDistance) > 0;
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IsAtWall = touchingCol.Cast(wallCheckDirection, castFilter, wallHits, wallDistance) > 0;
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IsAtCeiling = touchingCol.Cast(Vector2.up, castFilter, ceilingHits, ceilingDistance) > 0;
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}
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}
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