when conflict turn into WW3

This commit is contained in:
happy44300
2018-10-06 22:57:41 +02:00
parent 7017f241d7
commit c2b62a4a8d

View File

@@ -12,15 +12,13 @@ public class PlayerController : MonoBehaviour
float DownDetector = 1;
[SerializeField]
float echo_act_3 = 10;
int layerMask = 1 << 9;
int layerMask = 1 << 9;
private bool IsGrounded = true;
RaycastHit2D hit;
SpriteRenderer rend;
bool flip_flop = false;
private Vector2 _lastpos = Vector2.zero;
// Use this for initialization
void Start ()
{
rb2 = gameObject.GetComponent<Rigidbody2D>();
@@ -29,12 +27,12 @@ public class PlayerController : MonoBehaviour
_lastpos = transform.position;
}
// Update is called once per frame
void Update ()
{
DectectInput();
}
#region
void OnCollisionStay2D(Collision2D other)
{
if (other.transform != null && hit.transform !=null)
@@ -52,8 +50,6 @@ public class PlayerController : MonoBehaviour
float rawtical = Input.GetAxisRaw("Vertical")*sensiY;
switch (Mathf.RoundToInt(Input.GetAxisRaw("Vertical")))
{
case 1:
@@ -72,18 +68,6 @@ public class PlayerController : MonoBehaviour
break;
}
//if( transform.position.y < _lastpos.y)
//{
// rb2.gravityScale = echo_act_3;
//}
//else
//{
// rb2.gravityScale = 1;
//}
//_lastpos = transform.position;
hit = Physics2D.Raycast(transform.position, Vector2.down, DownDetector, layerMask);
if(hit.collider == null)
@@ -138,4 +122,9 @@ public class PlayerController : MonoBehaviour
rb2.AddForce(new Vector2(horizontal, vertical)*Time.deltaTime, ForceMode2D.Impulse);
}
#endregion
public void Die()
{
Debug.Log("Les vivants morts: ceux qui tolèrent l'injustice");
}
}