void Awake()
{
// add our one-way platforms to our normal platform mask so that we can land on them from above
platformMask |= oneWayPlatformMask;
// cache some components
transform = GetComponent<Transform>();
boxCollider = GetComponent<BoxCollider2D>();
rigidBody2D = GetComponent<Rigidbody2D>();
// here, we trigger our properties that have setters with bodies
skinWidth = _skinWidth;
// we want to set our CC2D to ignore all collision layers except what is in our triggerMask
for( var i = 0; i < 32; i++ )
{
// see if our triggerMask contains this layer and if not ignore it
if( ( triggerMask.value & 1 << i ) == 0 )
Physics2D.IgnoreLayerCollision( gameObject.layer, i );
}
}