//Would be better if when we pickedup an object, we attached a "carried" script to it, that way //reseting back to the proper values is easier private void PickupObject(GameObject toPickUp) { carryingObject = Carried.PickUpObject(toPickUp, transform, localHandPos); //toPickUp.transform.SetParent(transform); //toPickUp.transform.localPosition = localHandPos; //carryingObject = toPickUp; //Collider2D coli = toPickUp.GetComponent<Collider2D>(); //Rigidbody2D rb = toPickUp.GetComponent<Rigidbody2D>(); //if(coli) coli.enabled = false; //if (rb) rb.bodyType = RigidbodyType2D.Kinematic; //isCarrying = true; }
private void PickupObject(GameObject go) { carried = Carried.PickUpObject(go, handTransform); }