Commit f67cf105 authored by abpo11's avatar abpo11

적폐 청산함. 이전 프로그래머가 남긴 isGrounded 오류 고침.

parent 4031879c
......@@ -257,6 +257,31 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &1102466624416092410
AnimatorState:
serializedVersion: 5
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: attack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
m_SpeedParameterActive: 0
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: 04c5cf6d7a7e42e429178ba00bd59688, type: 2}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1102 &1102579710918655568
AnimatorState:
serializedVersion: 5
......@@ -383,6 +408,9 @@ AnimatorStateMachine:
- serializedVersion: 1
m_State: {fileID: 1102728463836494206}
m_Position: {x: 168, y: 120, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102466624416092410}
m_Position: {x: 203, y: 185, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions:
- {fileID: 1101150420884930214}
......
......@@ -5,6 +5,7 @@ using UnityEngine;
public class Player : MonoBehaviour {
public LifeStoneManager LCUI;
public static int tx, ty;
public static float X=0.7f, Y=1.6f;
public int ttx;
public int tty;
Coroutine roomEnterFadeIn;
......
......@@ -231,11 +231,15 @@ public class PlayerController : MonoBehaviour
}
bool IsGrounded() // Is player grounded?
{
RaycastHit2D hit1 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, groundLayer);
RaycastHit2D hit2 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
RaycastHit2D hit3 = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, outerwallLayer);
Debug.DrawRay(transform.position, rayDistance * Vector2.down, Color.white);
return (hit1.collider != null || hit2.collider != null || hit3.collider != null) && rb.velocity.y == 0;//플랫폼 점프 버그 방지
RaycastHit2D hit1 = Physics2D.Raycast(transform.position + new Vector3(Player.X/2f, 0, 0), Vector2.down, rayDistance, groundLayer);
RaycastHit2D hit2 = Physics2D.Raycast(transform.position + new Vector3(Player.X/2f, 0, 0), Vector2.down, rayDistance, platformLayer);
RaycastHit2D hit3 = Physics2D.Raycast(transform.position + new Vector3(Player.X/2f, 0, 0), Vector2.down, rayDistance, outerwallLayer);
RaycastHit2D hit4 = Physics2D.Raycast(transform.position - new Vector3(Player.X/2f, 0,0), Vector2.down, rayDistance, groundLayer);
RaycastHit2D hit5 = Physics2D.Raycast(transform.position - new Vector3(Player.X/2f, 0, 0), Vector2.down, rayDistance, platformLayer);
RaycastHit2D hit6 = Physics2D.Raycast(transform.position - new Vector3(Player.X/2f, 0, 0), Vector2.down, rayDistance, outerwallLayer);
Debug.DrawRay(transform.position + new Vector3(Player.X/2f, 0, 0), rayDistance * Vector2.down, Color.white);
return (hit1.collider != null || hit2.collider != null || hit3.collider != null||
hit4.collider != null || hit5.collider != null || hit6.collider != null) && rb.velocity.y == 0;//플랫폼 점프 버그 방지
}
bool IsInRope() // Is player in rope?
{
......
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