//Reset the ring to it's original max velocity, removed it from the pin in the rule manager and reset the marker for a ring that is not placable. void OnTriggerExit2D(Collider2D collision) { RingScript ring = collision.GetComponentInParent <RingScript>(); ring.ResetMaxVelocity(); ruleManager.RemoveRingFromPin(ring.ringSize, pin); unplaceableRing = null; }
public override void OnInspectorGUI() { RingScript script = target as RingScript; DrawDefaultInspector(); for (int i = 0; i < script.rings.Length; ++i) { if (i < script.currentAngle.Length) { script.rings[i].transform.localEulerAngles = new Vector3(0, script.currentAngle[i], 0); } else { break; } } }