public void ResetToSetup() { beam.GetComponent <ResetPhysics>().Reset(); pointStart.GetComponent <ResetPhysics>().Reset(); pointEnd.GetComponent <ResetPhysics>().Reset(); // Destroy all joints created on SetToPlay() if (startJoint) { Destroy(startJoint); } if (endJoint) { Destroy(endJoint); } Destroy(beamStartJoint); Destroy(beamEndJoint); Destroy(beam.GetComponent <CapsuleCollider>()); beam.rigidbody.isKinematic = true; pointStart.rigidbody.isKinematic = true; pointEnd.rigidbody.isKinematic = true; PositionBeam(); beam.renderer.enabled = true; pointStart.renderer.enabled = true; pointEnd.renderer.enabled = true; BeamAppereanceState = eBeamAppereanceState.NormalMode; BeamState = eBeamState.BuiltMode; }
public void ResetToSetup() { beam.GetComponent<ResetPhysics>().Reset(); pointStart.GetComponent<ResetPhysics>().Reset(); pointEnd.GetComponent<ResetPhysics>().Reset(); // Destroy all joints created on SetToPlay() if (startJoint) { Destroy (startJoint); } if (endJoint) { Destroy (endJoint); } Destroy (beamStartJoint); Destroy (beamEndJoint); Destroy(beam.GetComponent<CapsuleCollider>()); beam.rigidbody.isKinematic = true; pointStart.rigidbody.isKinematic = true; pointEnd.rigidbody.isKinematic = true; PositionBeam(); beam.renderer.enabled = true; pointStart.renderer.enabled = true; pointEnd.renderer.enabled = true; BeamAppereanceState = eBeamAppereanceState.NormalMode; BeamState = eBeamState.BuiltMode; }