miepzerino
2023-12-17 3d3813d164cca88294e348f7b13f65b408011cda
Assets/Scripts/TouchingDirections.cs
@@ -6,6 +6,10 @@
{
    public ContactFilter2D castFilter;
    public float groundDistance = 0.05f;
    public float wallDistance = 0.2f;
    public float ceilingDistance = 0.05f;
    private Vector2 wallCheckDirection => gameObject.transform.localScale.x > 0 ? Vector2.right : Vector2.left;
    Rigidbody2D rb;
    public GameObject rotorGO;
@@ -15,6 +19,8 @@
    Animator animator_rotor;
    RaycastHit2D[] groundHits = new RaycastHit2D[5];
    RaycastHit2D[] wallHits = new RaycastHit2D[5];
    RaycastHit2D[] ceilingHits = new RaycastHit2D[5];
    [SerializeField]
    private bool _isGrounded;
@@ -25,10 +31,39 @@
        set
        {
            _isGrounded = value;
            animator.SetBool(AnimationStrings.Player.IsGrounded, value);
            animator_rotor.SetBool(AnimationStrings.Player.IsGrounded, value);
            animator.SetBool(AnimationStrings.Player.isGrounded, value);
            animator_rotor.SetBool(AnimationStrings.Player.isGrounded, value);
        }
    }
    [SerializeField]
    private bool _isAtWall;
    public bool IsAtWall
    {
        get { return _isAtWall; }
        set
        {
            _isAtWall = value;
            animator.SetBool(AnimationStrings.Player.isAtWall, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtWall, value);
        }
    }
    [SerializeField]
    private bool _isAtCeiling;
    public bool IsAtCeiling
    {
        get { return _isAtCeiling; }
        set
        {
            _isAtCeiling = value;
            animator.SetBool(AnimationStrings.Player.isAtCeiling, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtCeiling, value);
        }
    }
    void Awake()
@@ -47,5 +82,7 @@
    void FixedUpdate()
    {
        IsGrounded = touchingCol.Cast(Vector2.down, castFilter, groundHits, groundDistance) > 0;
        IsAtWall = touchingCol.Cast(wallCheckDirection, castFilter, wallHits, wallDistance) > 0;
        IsAtCeiling = touchingCol.Cast(Vector2.up, castFilter, ceilingHits, ceilingDistance) > 0;
    }
}