using UnityEngine; namespace DanroJump.Gameplay { /// /// Описывает посадку игрока на платформу независимо от источника события: collision или probe. /// public readonly struct PlatformLandingContext { public PlatformLandingContext( Collider2D platformCollider, Collision2D collision, Vector2 point, Vector2 normal, bool isSweptProbe) { PlatformCollider = platformCollider; Collision = collision; Point = point; Normal = normal; IsSweptProbe = isSweptProbe; } public Collider2D PlatformCollider { get; } public Collision2D Collision { get; } public Vector2 Point { get; } public Vector2 Normal { get; } public bool IsSweptProbe { get; } } }