/// <summary> /// Simulate the path of a launched ball. /// Slight errors are inherent in the numerical method used. /// </summary> /// void simulatePath() { playerPosition = GetPlayerPosition.Instance(); cameraPosition = GetCameraPosition.Instance(); var launchedJewel = Instantiate(jewelModel, playerPosition.rightArmTRansform.position, playerPosition.transform.rotation * Quaternion.Euler(-45, 0, 0)); launchedJewel.GetComponent <Rigidbody>().velocity = launchedJewel.transform.forward * launchSpeed; }
//private GetCameraPosition cameraPosition; public override void Use() { playerPosition = GetPlayerPosition.Instance(); //cameraPosition = GetCameraPosition.Instance(); var launchedJewel = Instantiate(jewelModel, playerPosition.rightArmTRansform.position, playerPosition.transform.rotation * Quaternion.Euler(-45, 0, 0)); launchedJewel.GetComponent <Rigidbody>().velocity = launchedJewel.transform.forward * launchSpeed; base.Use(); //Debug.Log(playerPosition.viewPoint.rotation.x); //Debug.Log( playerPosition.viewPoint.rotation.y ); //Debug.Log( playerPosition.viewPoint.rotation.z ); //StartCoroutine( ExecuteAfterTime( 10 ) ); //Invoke( "DoSomething", 2 ); RemoveFromInventory(); }