huh ?
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@@ -209,9 +209,9 @@ public abstract class Character : MonoBehaviour
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_facingRight = !_facingRight;
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_facingRight = !_facingRight;
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}
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}
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static public RaycastHit2D BoxCast(Vector2 origen, Vector2 size, float angle, Vector2 direction, float distance, int mask)
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static public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int mask)
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{
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{
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RaycastHit2D hit = Physics2D.BoxCast(origen, size, angle, direction, distance, mask);
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RaycastHit2D hit = Physics2D.BoxCast(origin, size, angle, direction, distance, mask);
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//Setting up the points to draw the cast
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//Setting up the points to draw the cast
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Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
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Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
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@@ -228,10 +228,10 @@ public abstract class Character : MonoBehaviour
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p3 = q * p3;
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p3 = q * p3;
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p4 = q * p4;
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p4 = q * p4;
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p1 += origen;
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p1 += origin;
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p2 += origen;
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p2 += origin;
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p3 += origen;
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p3 += origin;
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p4 += origen;
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p4 += origin;
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Vector2 realDistance = direction.normalized * distance;
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Vector2 realDistance = direction.normalized * distance;
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p5 = p1 + realDistance;
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p5 = p1 + realDistance;
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@@ -258,7 +258,8 @@ public abstract class Character : MonoBehaviour
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Debug.DrawLine(p4, p8, Color.grey);
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Debug.DrawLine(p4, p8, Color.grey);
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if (hit)
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if (hit)
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{
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{
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Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, Color.yellow);
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var color = hit.point.x > origin.x ? Color.yellow : Color.cyan;
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Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, color);
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}
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}
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return hit;
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return hit;
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