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GroundChecker.cs
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GroundChecker.cs
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using UnityEngine;
using UnityEngine.Events;
public class GroundChecker : MonoBehaviour
{
private bool _isOnGround;
private bool _leavesGround;
[Header("Debug")]
[SerializeField] private bool gizmos;
[SerializeField] private Color gizmosColor = Color.cyan;
[Header("Settings")]
[SerializeField] private float rayRadius = 1f;
[SerializeField] private LayerMask thisIsGround;
[SerializeField] private Vector2 offSet;
[field: SerializeField] public bool IsGrounded { get; private set; }
private enum GroundState
{
Grounded,
Aired
}
private GroundState _currentState;
[SerializeField] private UnityEvent onGroundEnter = new UnityEvent();
[SerializeField] private UnityEvent onGroundLeave = new UnityEvent();
private void FixedUpdate()
{
var origin = transform.position + new Vector3(offSet.x, offSet.y, 0);
IsGrounded = Physics2D.OverlapCircle(origin, rayRadius, thisIsGround);
_currentState = IsGrounded ? GroundState.Grounded : GroundState.Aired;
switch (_currentState)
{
case GroundState.Grounded when !_isOnGround:
onGroundEnter?.Invoke();
_isOnGround = true;
break;
case GroundState.Grounded when !_leavesGround:
onGroundLeave?.Invoke();
_leavesGround = true;
break;
}
}
private void OnDrawGizmos()
{
if (!gizmos) return;
var origin = transform.position + new Vector3(offSet.x, offSet.y, 0);
Gizmos.color = gizmosColor;
Gizmos.DrawWireSphere(origin, rayRadius);
}
}