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@markusrt
Created July 24, 2012 19:51
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Revisions

  1. markusrt revised this gist Jul 24, 2012. 1 changed file with 11 additions and 11 deletions.
    22 changes: 11 additions & 11 deletions Player.cs
    Original file line number Diff line number Diff line change
    @@ -1,17 +1,17 @@
    if ( Physics.Raycast(
    new Vector3(
    thisTransform.position.x-0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) ||
    new Vector3(
    thisTransform.position.x-0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) ||
    Physics.Raycast(
    new Vector3(
    thisTransform.position.x+0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) )
    new Vector3(
    thisTransform.position.x+0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) )
    {
    falling = false;
    thisTransform.position = new Vector3(
    thisTransform.position.x, hit.point.y + xa.playerHitboxY, 0f);
    thisTransform.position.x, hit.point.y + xa.playerHitboxY, 0f);
    }
  2. markusrt revised this gist Jul 24, 2012. 1 changed file with 11 additions and 3 deletions.
    14 changes: 11 additions & 3 deletions Player.cs
    Original file line number Diff line number Diff line change
    @@ -1,9 +1,17 @@
    if ( Physics.Raycast(
    new Vector3(thisTransform.position.x-0.3f,thisTransform.position.y,thisTransform.position.z+1f),
    new Vector3(
    thisTransform.position.x-0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) ||
    Physics.Raycast(
    new Vector3(thisTransform.position.x+0.3f,thisTransform.position.y,thisTransform.position.z+1f),
    new Vector3(
    thisTransform.position.x+0.3f,
    thisTransform.position.y,
    thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) )
    {
    xa.falling = false;
    falling = false;
    thisTransform.position = new Vector3(
    thisTransform.position.x, hit.point.y + xa.playerHitboxY, 0f);
    }
  3. markusrt revised this gist Jul 24, 2012. 1 changed file with 6 additions and 1 deletion.
    7 changes: 6 additions & 1 deletion Player.cs
    Original file line number Diff line number Diff line change
    @@ -1,4 +1,9 @@
    if (Physics.Raycast(new Vector3(thisTransform.position.x-0.3f,thisTransform.position.y,thisTransform.position.z+1f), -Vector3.up, out hit, 0.7f, groundMask) || Physics.Raycast(new Vector3(thisTransform.position.x+0.3f,thisTransform.position.y,thisTransform.position.z+1f), -Vector3.up, out hit, 0.7f, groundMask))
    if ( Physics.Raycast(
    new Vector3(thisTransform.position.x-0.3f,thisTransform.position.y,thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) ||
    Physics.Raycast(
    new Vector3(thisTransform.position.x+0.3f,thisTransform.position.y,thisTransform.position.z+1f),
    -Vector3.up, out hit, 0.7f, groundMask) )
    {
    xa.falling = false;
    }
  4. markusrt created this gist Jul 24, 2012.
    4 changes: 4 additions & 0 deletions Player.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,4 @@
    if (Physics.Raycast(new Vector3(thisTransform.position.x-0.3f,thisTransform.position.y,thisTransform.position.z+1f), -Vector3.up, out hit, 0.7f, groundMask) || Physics.Raycast(new Vector3(thisTransform.position.x+0.3f,thisTransform.position.y,thisTransform.position.z+1f), -Vector3.up, out hit, 0.7f, groundMask))
    {
    xa.falling = false;
    }