[SerializeField]
private Transform[]groundPoints;
[SerializeField]
private float groundRadius;
private LayerMask whatIsGround;
private bool isGrounded;
// Use this for initialization
void Start () {
myRigidbody = GetComponent<Rigidbody2D> ();
}
// Update is called once per frame
void FixedUpdate ()
{
float horizontal = Input.GetAxis ("Horizontal");
isGrounded = IsGrounded ();
HandleMovement (horizontal);
}
private void HandleMovement(float horizontal)
{
myRigidbody.velocity = new Vector2 (horizontal * movementSpeed, myRigidbody.velocity.y);
}
private bool IsGrounded()
{
if(myRigidbody.velocity.y <=0)
{
foreach (Transform point in groundPoints)
{
Collider2D[]colliders = Physics2D.OverlapCircleAll(point.position,groundRadius,whatIsGround);
for(int i= 0; i < colliders.Length;i++)
{
if(colliders*.gameObject != gameObject)*
-
{*
-
return true;*
-
}*
-
}*
-
}*
-
return false;*
- }*
}