private Rigidbody2D rb; private bool isGrounded; private Transform groundCheck; void Update()
private Vector2 velocityBeforeFlip; void OnEnable() => EventManager.OnGravityFlip += StoreAndApply; void OnDisable() => EventManager.OnGravityFlip -= StoreAndApply; gravity files remake code
Rigidbody2D rb = GetComponent<Rigidbody2D>(); velocityBeforeFlip = rb.velocity; // After one physics frame, reapply (simplified) Invoke(nameof(ApplyStoredVelocity), 0.02f); private Rigidbody2D rb
Behavior: Flips player’s gravity only when standing on it. private bool isGrounded
FragmentManager.Collect(fragmentID); AudioManager.Play("data_capture"); StartCoroutine(AnimateCollection()); gameObject.SetActive(false);
public static GravityManager Instance; public enum GravityDirection Down, Up public GravityDirection currentGravity = GravityDirection.Down;