void OnTriggerExit2D(Collider2D other)
private Rigidbody2D rb; private bool isGrounded; private Transform groundCheck; void Update() gravity files remake code
public class GravityManager : MonoBehaviour private bool isGrounded
public class GravityField : MonoBehaviour private Transform groundCheck
if (other.CompareTag("Player")) GravityManager.Instance.ResetToGlobalGravity();
if (Time.time - lastFlipTime < flipCooldown) return; currentGravity = (currentGravity == GravityDirection.Down) ? GravityDirection.Up : GravityDirection.Down; Physics2D.gravity = (currentGravity == GravityDirection.Down) ? Vector2.down * gravityStrength : Vector2.up * gravityStrength; lastFlipTime = Time.time; EventManager.TriggerGravityFlip();
Purpose: Local areas that temporarily modify gravity direction & strength.