public void SetOrbBeingChanneled() { //channeling should add a small time boost //a small animation should play around the orb to show time's been added to it changeElapsedTime(5.0f); heldStatus = HeldStatuses.Channeled; }
public void PickedUpByPlayer(MonoBehaviour ourObject) { heldStatus = HeldStatuses.Carried; inSconce = false; if (ourObject.GetComponent <Sconce>() != null) { previousSconce = currentSconce; currentSconce = null; } instabilityStatus = InstabilityStatus.FreshPickedUp; StartCoroutine(MoveUs(transform.position, GameHandler.fatherOrbHoldTransform.position, GameHandler.player)); transform.parent = player.transform; //posOffset = transform.localPosition; if (PickedUp != null) { PickedUp(this); } StartCoroutine(BeingCarried()); }