private Rigidbody2D rb; private bool isGrounded; private Transform groundCheck; void Update()
if (other.CompareTag("Player")) if (overrideGlobal) Physics2D.gravity = localGravity * strengthMultiplier; else Physics2D.gravity = (GravityManager.Instance.currentGravity == GravityDirection.Down ? Vector2.down : Vector2.up) * strengthMultiplier; gravity files remake code
Purpose: Maintains horizontal/vertical velocity during gravity flips for advanced movement puzzles. private Rigidbody2D rb
void Awake() => Instance = this;
3.1 Data Fragment (Collectible) public class DataFragment : MonoBehaviour private bool isGrounded
public class LevelOneManager : MonoBehaviour
public float gravityStrength = 9.81f; public float flipCooldown = 0.5f; private float lastFlipTime;