diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index a695f2f..12f7d1d 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -2043,7 +2043,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1342050495} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -6.08, y: 1.244, z: 0} + m_LocalPosition: {x: -10.2, y: 1.244, z: 0} m_LocalScale: {x: 0.018947564, y: 1, z: 1} m_Children: - {fileID: 1937559066} @@ -2087,7 +2087,7 @@ HingeJoint2D: m_BreakTorque: Infinity m_AutoConfigureConnectedAnchor: 1 m_Anchor: {x: 0, y: 0} - m_ConnectedAnchor: {x: -6.08, y: 1.244} + m_ConnectedAnchor: {x: -10.2, y: 1.244} m_UseMotor: 0 m_Motor: m_MotorSpeed: 0 diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index a881cbd..6813b8b 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -19,6 +19,7 @@ public class Player : MonoBehaviour public float Score {get{return Mathf.Clamp(transform.position.x * moneyRate,0,float.MaxValue);}} void Start() { + walking =false; CameraFollower.Target= transform; } @@ -129,8 +130,8 @@ public class Player : MonoBehaviour rb.simulated=false; RaycastHit2D hit = Physics2D.Linecast(stick.GetChild(1).transform.position, stick.GetChild(1).transform.position- new Vector3(0,1f,0)); if(hit.collider == null){ - Debug.Log("Fall down"); - StartCoroutine(fall((!shorten) ? stick.GetChild(1).position : stick.position + new Vector3(0,0.5f))); + Debug.Log("Fall down, Too short? : " + shorten); + StartCoroutine(fall(((!shorten) ? stick.GetChild(1).position : stick.position) + new Vector3(0,0.5f))); }else{ Debug.Log("Travel to point : " + hit.point + " : " + hit.collider.name);