// Update is called once per frame void Update() { velocity = atc.getVelocityFloat(); angle = atc.getAngleFloat(); if (lr != null && Application.isPlaying) { RenderArc(); } if (ready) { // shoot the projectile with applied velocity on y and z axis // transform direction is needed to convert from local space to worldspace Debug.Log("Shooting the bullet with vY: " + vY.ToString("F2") + " and vZ: " + vZ.ToString("F2")); var pro = GameObject.FindGameObjectWithTag("bullet"); if (pro != null) { pro.GetComponent <boom>().launch(vY, vZ); pro.tag = "Untagged"; } ready = false; } }
void setPlank() { if (mtc.getStartCamSet()) { //angle constraints is from 20 to 70 degrees var angle = mtc.getAngleFloat(); this.gameObject.GetComponent <ASL.ASLObject>().SendAndSetClaim(() => { Debug.Log("Setting plank angle"); this.gameObject.GetComponent <ASL.ASLObject>().SendAndSetLocalRotation(Quaternion.Euler(-angle, 0.0f, 0.0f)); }); //transform.localRotation = Quaternion.Euler(-angle,0.0f,0.0f); } else { if (transform.localRotation != Quaternion.identity) { transform.localRotation = Quaternion.identity; } } }