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using UnityEngine;
public class StandingDataHandler : MonoBehaviour
{
public Rigidbody mainRig;
public float sinceGrounded; // ÀëµØÊ±¼ä
public float sinceLanded;
public bool isGrounded;
public float distanceToGround = 1f;
private bool hasRecievedTouchedGround;
private MovementDataHandler moveMentData;
private PlayerKnockback knockback;
private WobbleShake wobbleShake;
private void Start()
{
wobbleShake = GetComponentInChildren<WobbleShake>();
knockback = GetComponent<PlayerKnockback>();
}
private void FixedUpdate()
{
sinceGrounded += Time.fixedDeltaTime;
sinceLanded += Time.fixedDeltaTime;
moveMentData = GetComponent<MovementDataHandler>();
if ((double)sinceGrounded > 0.1)
{
isGrounded = false;
}
}
private void LateUpdate()
{
hasRecievedTouchedGround = false;
}
public void TouchGround(float distance, Vector3 normal)
{
if (sinceGrounded > 0.5f && (bool)wobbleShake)
{
wobbleShake.AddShake(-Vector3.up * 5f * Mathf.Pow(sinceGrounded, 1.5f), 0.8f);
}
if (sinceGrounded > 0.5f)
{
Land(sinceGrounded);
}
sinceGrounded = 0f;
isGrounded = true;
if (distance > distanceToGround || !hasRecievedTouchedGround)
{
distanceToGround = distance;
}
hasRecievedTouchedGround = true;
moveMentData.SetSlope(normal);
}
private void Land(float landForce)
{
sinceLanded = 0f;
}
}
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