Assets/Scripts/Player/Movement/GroundVectorCalculator.cs
/// <summary>
/// casts a ray from location pointed by dir (true for botttomleft, false for bottomright)
/// writes result in angle.
/// </summary>
/// <param name="angle">variable where we store ground vector angle</param>
/// <param name="dir"> location from which we cast ray</param>
casts a ray from location pointed by dir (true for botttomleft, false for bottomright)
writes result in angle.
casts a ray from location pointed by dir ( true for botttomleft false for bottomright ) writes result in angle .
void Cast(ref float angle, bool dir)
            {
                RaycastHit2D hit = Physics2D.Raycast((Vector2)transform.position + new Vector2((dir ? -1 : 1) * 75, 5), -Vector2.up, 500, layerMask);
                if (hit)
                {
                    angle = Vector2.SignedAngle(Vector2.up, hit.normal);
                }
            }
void Cast ( ref float angle , bool dir ) { RaycastHit2D hit = Physics2D . Raycast ( ( Vector2 ) transform . position + new Vector2 ( ( dir ? - 1 : 1 ) * 75 , 5 ) , - Vector2 . up , 500 , layerMask ) ; if ( hit ) { angle = Vector2 . SignedAngle ( Vector2 . up , hit . normal ) ; } }
casts a ray from location pointed by dir (true for botttomleft, false for bottomright)
writes result in angle.
casts a ray from location pointed by dir ( true for botttomleft false for bottomright ) writes result in angle .
// Debug.DrawRay(transform.position + new Vector3((dir ? -1 : 1) * 100, 5, 0), -1000 * Vector3.up);
float
ref
<not_specific>
dir
bool
location from which we cast ray
location from which we cast ray
angle
<not_specific>
variable where we store ground vector angle
variable where we store ground vector angle