Exemple #1
0
 private void InitializeGuilti()
 {
     //initialization of the ready to be thrown Guilti
     GuiltiToThrow.transform.position = GuiltiWaitPosition.position;
     slingshotState = SlingshotState.Idle;
     SetSlingshotLineRenderersActive(true);
 }
Exemple #2
0
 private void InitializeBird()
 {
     //initialization of the ready to be thrown bird
     BirdToThrow.transform.position = BirdWaitPosition.position;
     slingshotState = SlingshotState.Idle;
     SetSlingshotLineRenderersActive(true);
 }
    private void ThrowBird(float distance, float angle)
    {
        Dashing           = true;
        Movement.gravity  = -4;
        Movement.velocity = new Vector2(direction.x, direction.y) * ThrowSpeed * distance;
        slingshotState    = SlingshotState.Idle;
        startTouch        = Vector3.zero;
        curTouch          = Vector3.zero;
        jumps            -= 1;


        if (angle >= -45 && angle < 0 || angle >= 0 && angle <= 45)
        {
            pAni.SetInteger("SwipeType", 3);
        }
        if (angle <= -145 && angle > -180 || angle > 145 && angle < 180)
        {
            pAni.SetInteger("SwipeType", 3);
        }
        if (angle > 45 && angle <= 90 || angle < -45 && angle >= -90)
        {
            pAni.SetInteger("SwipeType", 2);
        }
        if (angle < -90 && angle > -145)
        {
            pAni.SetInteger("SwipeType", 2);
        }
    }
 public void OnMouseDown()
 {
     if (state == SlingshotState.Idle)
     {
         state = SlingshotState.UserPulling;
     }
 }
Exemple #5
0
    // Use this for initialization



    void Start()
    {
        maya   = GameObject.Find("maya");
        start  = GameObject.Find("start");
        finish = GameObject.Find("finish");



        Camera    = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>() as Camera;
        transform = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Transform>();



        //set the sorting layer name for the line renderers
        //for the slingshot renderers this did not work so I
        //set the z on the background sprites to 10
        //hope there's a better way around that!
        SlingshotLineRenderer1.sortingLayerName = "Foreground";
        SlingshotLineRenderer2.sortingLayerName = "Foreground";
        TrajectoryLineRenderer.sortingLayerName = "Foreground";

        slingshotState = SlingshotState.Idle;
        SlingshotLineRenderer1.SetPosition(0, LeftSlingshotOrigin.position);
        SlingshotLineRenderer2.SetPosition(0, RightSlingshotOrigin.position);

        //pointing at the middle position of the two vectors
        SlingshotMiddleVector = new Vector3((LeftSlingshotOrigin.position.x + RightSlingshotOrigin.position.x) / 2,
                                            (LeftSlingshotOrigin.position.y + RightSlingshotOrigin.position.y) / 2, 0);
    }
Exemple #6
0
    protected void RopeRevert()
    {
        Vector3 leftPos  = m_BallOrigLocalPosition - m_LineLeft.transform.localPosition;
        Vector3 rightPos = m_BallOrigLocalPosition - m_LineRight.transform.localPosition;

        ChangeRopePosition(leftPos, rightPos);
        m_SlingshotState = SlingshotState.Idle;
    }
Exemple #7
0
    protected void ShotBall()
    {
        Vector3 dir = (m_BallOrigLocalPosition - transform.localPosition).normalized;

        transform.GetComponent <Rigidbody>().useGravity = true;
        transform.GetComponent <Rigidbody>().AddForce(dir * m_SlingFactor, ForceMode.Impulse);
        m_SlingshotState = SlingshotState.Shotting;
    }
    // Update is called once per frame
    void Update()
    {
        switch (slingshotState)
        {
        case SlingshotState.Idle:
            InitializeBird();
            DisplaySlingshotLineRenderers();

            if (Input.GetMouseButtonDown(0))
            {
                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                if (birdToThrow.GetComponent <CircleCollider2D>() == Physics2D.OverlapPoint(location))
                {
                    slingshotState = SlingshotState.UserPulling;
                }
            }

            break;

        case SlingshotState.UserPulling:
            DisplaySlingshotLineRenderers();
            if (Input.GetMouseButton(0))
            {
                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                location.z = 0f;

                if (Vector3.Distance(location, slingshotMiddleVector) > 1.5f)
                {
                    var maxPosition = (location - slingshotMiddleVector).normalized * 1.5f + slingshotMiddleVector;
                    birdToThrow.transform.position = maxPosition;
                }
                else
                {
                    birdToThrow.transform.position = location;
                }
                var distance = Vector3.Distance(slingshotMiddleVector, birdToThrow.transform.position);
                DisplaySlingshotTrajectoryLineRenderer(distance);
            }
            else
            {
                SetTrajectoryLineRendererActive(true);
                timeSinceThrown = Time.time;
                float distance = Vector3.Distance(slingshotMiddleVector, birdToThrow.transform.position);
                if (distance > 1)
                {
                    SetSlingshotLineRendererActive(false);
                    slingshotState = SlingshotState.BirdFlying;
                    ThrowBird(distance);
                }
                else
                {
                    birdToThrow.transform.positionTo(distance / 10, birdWaitPosition.position);
                    InitializeBird();
                }
            }
            break;
        }
    }
 void Start()
 {
     slingshotState        = SlingshotState.Idle;
     References.controller = GetComponent <Controller2D> ();
     TrajectoryLineRenderer.sortingLayerName = "2";
     Movement.maxJumpVelocity = Mathf.Abs(Movement.gravity) * Movement.timeToJumpApex;
     Movement.minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(Movement.gravity) * Movement.minJumpHeight);
     References.audio         = GetComponent <AudioSource>();
     UpdateHealthBar();
 }
Exemple #10
0
 private void InitializePill()
 {
     //initialization of the ready to be thrown pill
     if (PillToThrow == null)
     {
         return;
     }
     PillToThrow.transform.position = PillWaitPosition.position;
     slingshotState = SlingshotState.Idle;
     SetSlingshotLineRenderersActive(true);
 }
    // Start is called before the first frame update
    void Start()
    {
        if (level == null)
        {
            level = FindObjectOfType <Level>();
        }
        state = SlingshotState.Idle;

        //TODO possibly move somewhere better
        birdToThrow = level.Birds[birdArrayIndex];
    }
    IEnumerator ReloadRoutine()
    {
        birdToThrow.transform.DOMove(launchPoint.transform.position, reloadTime);
        float timeToWait = Time.time + reloadTime;

        while (timeToWait > Time.time)
        {
            yield return(null);
        }
        state = SlingshotState.Idle;
    }
Exemple #13
0
    // Use this for initialization
    void Start()
    {
        TrajectoryLineRenderer.sortingLayerName = "Foreground";

        slingshotState = SlingshotState.Idle;
        SlingshotLineRenderer1.SetPosition(0, LeftSlingshotOrigin.position);
        SlingshotLineRenderer2.SetPosition(0, RightSlingshotOrigin.position);

        //pointing at the middle position of the two vectors
        SlingshotMiddleVector = new Vector3((LeftSlingshotOrigin.position.x + RightSlingshotOrigin.position.x) / 2,
                                            (LeftSlingshotOrigin.position.y + RightSlingshotOrigin.position.y) / 2, 0);
    }
Exemple #14
0
    private void InitializeBird()
    {
        //initialization of the ready to be thrown bird
        BirdToThrow.transform.position = BirdWaitPosition.position;
        slingshotState = SlingshotState.Idle;
        SetSlingshotLineRenderersActive(true);

        transform.position = Vector3.Lerp(transform.position, new Vector3(-5, 1.49F, -10), f);



        //	Camera.orthographicSize = 8  ;
    }
Exemple #15
0
 private void InitializeBird()
 {
     birdToThrow.transform.position = birdWaitPosition.position;
     slingShootState = SlingshotState.Idle;
     object[] array = Global.brokenBotList.ToArray();
     if (array != null && array.Length > 0)
     {
         for (int i = 0; i < array.Length; i++)
         {
             ((Explodable)array[i]).deleteFragments();
         }
     }
 }
Exemple #16
0
    void Awake()
    {
        slingShootLineRenderer1.sortingLayerName = "Foreground";
        slingShootLineRenderer2.sortingLayerName = "Foreground";
        trajectoryLineRenderer.sortingLayerName  = "Foreground";

        slingShootState = SlingshotState.Idle;
        slingShootLineRenderer1.SetPosition(0, leftSlingShootOrigin.position);
        slingShootLineRenderer2.SetPosition(0, rightSlingShootOrigin.position);

        slingShootMiddleVector = new Vector3((leftSlingShootOrigin.position.x + rightSlingShootOrigin.position.x) / 2,
                                             (leftSlingShootOrigin.position.y + rightSlingShootOrigin.position.y) / 2, 0);
    }
Exemple #17
0
    // Use this for initialization
    void Start()
    {
        SlingshotLineRenderer1.sortingLayerName = "Foreground";
        SlingshotLineRenderer2.sortingLayerName = "Foreground";
        TrajectoryLineRenderer.sortingLayerName = "Foreground";

        SlingshotLineRenderer1.SetPosition(0, LeftCatapultOrigin.position);
        SlingshotLineRenderer2.SetPosition(0, RightCatapultOrigin.position);

        slingshotState = SlingshotState.Idle;

        CatapultMiddleVector = new Vector3((LeftCatapultOrigin.position.x + RightCatapultOrigin.position.x) / 2,
                                           (LeftCatapultOrigin.position.y + RightCatapultOrigin.position.y) / 2, 0);
    }
    private void GetNextBird()
    {
        birdArrayIndex++;
        if (birdArrayIndex >= level.Birds.Length)
        {
            //no more birds
            //game over (wait for score)
            return;
        }
        //assign next bird
        birdToThrow = level.Birds[birdArrayIndex];
        state       = SlingshotState.Reloading;

        StartCoroutine(ReloadRoutine());
    }
 private void InitializeBird()
 {
     //initialization of the ready to be thrown bird
     BirdToThrow.transform.position = BirdWaitPosition.position;
     if (isAngleFrozen == true)
     {
         BirdToThrow.transform.position = new Vector3(BirdToThrow.transform.position.x, -2.5f, BirdToThrow.transform.position.z);
     }
     else if (isStrenghtFrozen == true)
     {
         BirdToThrow.transform.position = new Vector3(-5.0f, BirdToThrow.transform.position.y, BirdToThrow.transform.position.z);
     }
     slingshotState = SlingshotState.Idle;
     SetSlingshotLineRenderersActive(true);
 }
Exemple #20
0
    void Start()
    {
        m_FoodSprite = this.gameObject.GetComponent <SpriteRenderer>().sprite;

        m_BallOrigLocalPosition = transform.localPosition;

        m_SlingshotState = SlingshotState.Idle;

        ChangeRopePosition();

        if (m_MovingSensitivity <= 0.0f)
        {
            m_MovingSensitivity = 1.0f;
        }
        m_As = GetComponent <AudioSource>();
    }
Exemple #21
0
    // Use this for initialization
    void Start()
    {
        //set the sorting layer name for the line renderers
        //for the slingshot renderers this did not work so I
        //set the z on the background sprites to 10
        //hope there's a better way around that!
        SlingshotLineRenderer1.sortingLayerName = "Foreground";
        SlingshotLineRenderer2.sortingLayerName = "Foreground";
        TrajectoryLineRenderer.sortingLayerName = "Foreground";

        slingshotState = SlingshotState.Idle;
        InitSlingShotStringsPosition();

        //pointing at the middle position of the two vectors
        SlingshotMiddleVector = new Vector3((LeftSlingshotOrigin.position.x + RightSlingshotOrigin.position.x) / 2,
                                            (LeftSlingshotOrigin.position.y + RightSlingshotOrigin.position.y) / 2, 0);
    }
Exemple #22
0
    void Update()
    {
        if (Input.touchCount <= 0 || Input.touchCount > 1)
        {
            m_SlingshotState = SlingshotState.Idle;
            return;
        }

        if (Input.touches[0].phase == TouchPhase.Began)
        {
            //version 1
            if (m_SlingshotState == SlingshotState.Idle)
            {
                Vector2 touchingPos = new Vector2(Input.touches[0].position.x, Input.touches[0].position.y);

                if (IsTouchingBall(touchingPos))
                {
                    print("touching ball");
                    m_SlingshotState = SlingshotState.Ready;
                }
            }
        }

        if (Input.touches[0].phase == TouchPhase.Moved)
        {
            if (m_SlingshotState == SlingshotState.Ready)
            {
                ChangeBallPosition();
                ChangeRopePosition();
                //m_As.Play();
            }
            else
            {
                m_SlingshotState = SlingshotState.Idle;
            }
        }

        if (Input.touches[0].phase == TouchPhase.Ended)
        {
            if (m_SlingshotState == SlingshotState.Ready)
            {
                ShotBall();
                RopeRevert();
            }
        }
    }
Exemple #23
0
    // Use this for initialization
    void Start()
    {
        //set the sorting layer name for the line renderers
        //for the slingshot renderers this did not work so I
        //set the z on the background sprites to 10
        //hope there's a better way around that!
        SlingshotLineRenderer1.sortingLayerName = "Foreground";
        SlingshotLineRenderer2.sortingLayerName = "Foreground";
        TrajectoryLineRenderer.sortingLayerName = "Foreground";

        slingshotState = SlingshotState.Idle;
        SlingshotLineRenderer1.SetPosition(0, LeftSlingshotOrigin.position);
        SlingshotLineRenderer2.SetPosition(0, RightSlingshotOrigin.position);

        //pointing at the middle position of the two vectors
        SlingshotMiddleVector = new Vector3((LeftSlingshotOrigin.position.x + RightSlingshotOrigin.position.x) / 2,
            (LeftSlingshotOrigin.position.y + RightSlingshotOrigin.position.y) / 2, 0);
    }
    private IEnumerator StopSlingshot()
    {
        if (slingshotState != SlingshotState.Pulling)
        {
            yield break;
        }
        ;

        slingshotState = SlingshotState.Shooting;

        Debug.Log("Playing slingshotShoot");
        source.clip = slingshotShoot;
        source.loop = false;
        source.Play();
        yield return(new WaitForSeconds(slingshotShoot.length));

        slingshotState = SlingshotState.Resting;
    }
Exemple #25
0
    private void Awake()
    {
        Global.count          = 0;
        Global.birdCount      = 0;
        ribbonPullSoundPlayed = false;
        trajectoryLineRenderer.sortingLayerName = "Foreground";
        slingShootState = SlingshotState.Idle;
        slingShootLineRenderer1.SetPosition(0, leftSlingShootOrigin.position);
        slingShootLineRenderer2.SetPosition(0, rightSlingShootOrigin.position);
        Vector3 position  = leftSlingShootOrigin.position;
        float   x         = position.x;
        Vector3 position2 = rightSlingShootOrigin.position;
        float   x2        = (x + position2.x) / 2f;
        Vector3 position3 = leftSlingShootOrigin.position;
        float   y         = position3.y;
        Vector3 position4 = rightSlingShootOrigin.position;

        slingShootMiddleVector = new Vector3(x2, (y + position4.y) / 2f, 0f);
    }
Exemple #26
0
    // working with player input and slingshot state here
    private void FixedUpdate()
    {
        if (Input.touchCount < 1)
        {
            if (State == SlingshotState.loaded)
            {
                arrowTransform.gameObject.SetActive(false);
                State = SlingshotState.empty;
            }
            return;
        }

        RaycastHit hit;

        switch (State)
        {
        case SlingshotState.ready:
            hit = ReadPlayerTouch(projectileLayer);
            if (hit.collider)
            {
                arrowTransform.gameObject.SetActive(true);
                State = SlingshotState.loaded;
            }
            break;

        case SlingshotState.loaded:
            hit = ReadPlayerTouch(launchAreaLayer);
            if (hit.collider)
            {
                slingshotViewTransform.LookAt(hit.point);
                slingshotViewTransform.Rotate(Vector3.up, 180);
                projectile.transform.position = hit.point;
            }
            break;

        default:
            return;
        }
    }
    public void OnMouseRelease(Vector3 mousePosition)
    {
        if (state != SlingshotState.UserPulling)
        {
            return;
        }
        float distance = Vector3.Distance(launchPoint.position, birdToThrow.transform.position);

        if (distance > dragThreshold)
        {
            ThrowBird(distance);
            state = SlingshotState.BirdFlying;
            GetNextBird();
        }
        else
        {
            //cancel throw
            //TODO Move Back to position
            birdToThrow.transform.position = launchPoint.position;
            state = SlingshotState.Idle;
            return;
        }
    }
Exemple #28
0
    void Start()
    {
        //获取LineRenderer
        m_LineLeft = GameObject.Find("slingshot").transform.FindChild("ropeLeft").
                     transform.GetComponent <LineRenderer>();
        m_LineRight = GameObject.Find("slingshot").transform.FindChild("ropeRight").
                      transform.GetComponent <LineRenderer>();

        m_FoodSprite = this.gameObject.GetComponent <SpriteRenderer>().sprite;

        m_BallOrigLocalPosition = transform.localPosition;

        m_SlingshotState = SlingshotState.Idle;

        m_CosPlanesAngle = Mathf.Cos(Mathf.Deg2Rad * m_PlanesAngle);
        m_SinPlanesAngle = Mathf.Sin(Mathf.Rad2Deg * m_PlanesAngle);

        ChangeRopePosition();

        if (m_MovingSensitivity <= 0.0f)
        {
            m_MovingSensitivity = 1.0f;
        }
    }
Exemple #29
0
    // Update is called once per frame
    void Update()
    {
        switch (slingshotState)
        {
        case SlingshotState.Idle:
            //fix bird's position
            InitializeBird();
            //display the slingshot "strings"
            DisplaySlingshotLineRenderers();
            if (Input.GetMouseButtonDown(0))
            {
                //get the point on screen user has tapped
                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                //if user has tapped onto the bird
                if (BirdToThrow.GetComponent <CircleCollider2D>() == Physics2D.OverlapPoint(location))
                {
                    slingshotState = SlingshotState.UserPulling;
                }
            }
            break;

        case SlingshotState.UserPulling:
            DisplaySlingshotLineRenderers();

            if (Input.GetMouseButton(0))
            {
                //get where user is tapping
                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                location.z = 0;
                //we will let the user pull the bird up to a maximum distance
                if (Vector3.Distance(location, SlingshotMiddleVector) > 1.5f)
                {
                    //basic vector maths :)
                    var maxPosition = (location - SlingshotMiddleVector).normalized * 1.5f + SlingshotMiddleVector;
                    BirdToThrow.transform.position = maxPosition;
                }
                else
                {
                    BirdToThrow.transform.position = location;
                }
                float distance = Vector3.Distance(SlingshotMiddleVector, BirdToThrow.transform.position);
                //display projected trajectory based on the distance
                DisplayTrajectoryLineRenderer2(distance);
            }
            else
            {    //user has removed the tap
                SetTrajectoryLineRenderesActive(false);
                //throw the bird!!!
                TimeSinceThrown = Time.time;
                float distance = Vector3.Distance(SlingshotMiddleVector, BirdToThrow.transform.position);
                if (distance > 1)
                {
                    SetSlingshotLineRenderersActive(false);
                    slingshotState = SlingshotState.BirdFlying;
                    ThrowBird(distance);
                }
                else
                {    //not pulled long enough, so reinitiate it
                     //distance/10 was found with trial and error :)
                     //animate the bird to the wait position
                    BirdToThrow.transform.positionTo(distance / 10,                        //duration
                                                     BirdWaitPosition.transform.position). //final position
                    setOnCompleteHandler((x) =>
                    {
                        x.complete();
                        x.destroy();
                        InitializeBird();
                    });
                }
            }
            break;

        case SlingshotState.BirdFlying:
            break;

        default:
            break;
        }
    }
    private IEnumerator StopSlingshot()
    {
        if (slingshotState != SlingshotState.Pulling)
            yield break;
        ;

        slingshotState = SlingshotState.Shooting;

        Debug.Log ("Playing slingshotShoot");
        source.clip = slingshotShoot;
        source.loop = false;
        source.Play ();
        yield return new WaitForSeconds (slingshotShoot.length);

        slingshotState = SlingshotState.Resting;
    }
Exemple #31
0
    // Update is called once per frame
    void Update()
    {
        switch (slingshotState)
        {
            case SlingshotState.Idle:
                //fix bird's position
                InitializeBird();
                //display the slingshot "strings"
                DisplaySlingshotLineRenderers();
                if (Input.GetMouseButtonDown(0))
                {
                    //get the point on screen user has tapped
                    Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    //if user has tapped onto the bird
                    if (BirdToThrow.GetComponent<CircleCollider2D>() == Physics2D.OverlapPoint(location))
                    {
                        slingshotState = SlingshotState.UserPulling;
                    }
                }
                break;
            case SlingshotState.UserPulling:
                DisplaySlingshotLineRenderers();

                if (Input.GetMouseButton(0))
                {
                    //get where user is tapping
                    Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                    location.z = 0;
                    //we will let the user pull the bird up to a maximum distance
                    if (Vector3.Distance(location, SlingshotMiddleVector) > 1.5f)
                    {
                        //basic vector maths :)
                        var maxPosition = (location - SlingshotMiddleVector).normalized * 1.5f + SlingshotMiddleVector;
                        BirdToThrow.transform.position = maxPosition;
                    }
                    else
                    {
                        BirdToThrow.transform.position = location;
                    }
                    float distance = Vector3.Distance(SlingshotMiddleVector, BirdToThrow.transform.position);
                    //display projected trajectory based on the distance
                    DisplayTrajectoryLineRenderer2(distance);
                }
                else//user has removed the tap 
                {
                    SetTrajectoryLineRenderesActive(false);
                    //throw the bird!!!
                    TimeSinceThrown = Time.time;
                    float distance = Vector3.Distance(SlingshotMiddleVector, BirdToThrow.transform.position);
                    if (distance > 1)
                    {
                        SetSlingshotLineRenderersActive(false);
                        slingshotState = SlingshotState.BirdFlying;
                        ThrowBird(distance);
                    }
                    else//not pulled long enough, so reinitiate it
                    {
                        //distance/10 was found with trial and error :)
                        //animate the bird to the wait position
                        BirdToThrow.transform.positionTo(distance / 10, //duration
                            BirdWaitPosition.transform.position). //final position
                            setOnCompleteHandler((x) =>
                        {
                            x.complete();
                            x.destroy();
                            InitializeBird();
                        });

                    }
                }
                break;
            case SlingshotState.BirdFlying:
                break;
            default:
                break;
        }

    }
Exemple #32
0
 private void InitializeBird()
 {
     //initialization of the ready to be thrown bird
     BirdToThrow.transform.position = BirdWaitPosition.position;
     slingshotState = SlingshotState.Idle;
     SetSlingshotLineRenderersActive(true);
 }
Exemple #33
0
 void Start()
 {
     slingshotState = SlingshotState.Idle;
 }
Exemple #34
0
    void Update()
    {
        switch (slingshotState)
        {
        case SlingshotState.Idle:


            if (Input.GetMouseButtonDown(0))
            {
                Vector2 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                if (StartLaunchArea.OverlapPoint(worldPos))
                {
                    currentBall = GameObject.Instantiate(Ball);
                    currentBall.transform.rotation = Launchbegin.transform.rotation;
                    currentBall.SetActive(true);


                    slingshotState = SlingshotState.UserPulling;
                }

                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);

                if (Ball.GetComponent <CircleCollider2D>() == Physics2D.OverlapPoint(location))
                {
                    slingshotState = SlingshotState.UserPulling;
                }
            }
            break;

        case SlingshotState.UserPulling:

            if (Input.GetMouseButton(0))
            {
                Vector3 location = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                location.z = 0;
                if (Vector3.Distance(location, Launchbegin.transform.position) > 2f)
                {
                    var maxPosition = (location - Launchbegin.transform.position).normalized * 2f + Launchbegin.transform.position;
                    currentBall.transform.position = maxPosition;
                }
                else
                {
                    currentBall.transform.position = location;
                }
                float distance = Vector3.Distance(Launchbegin.transform.position, currentBall.transform.position);
                if (BadWindOnTrajectory)
                {
                    distance = distance - wind;
                }
                DisplayTrajectoryLineRenderer2(distance);
            }
            else
            {
                currentBall.transform.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Dynamic;
                SetTrajectoryLineRenderesActive(false);

                float distance = Vector3.Distance(Launchbegin.transform.position, currentBall.transform.position);
                distance       = distance - wind;
                slingshotState = SlingshotState.BirdFlying;
                Throw(distance);
            }
            break;

        case SlingshotState.BirdFlying:
            if (addforceWind)
            {
                currentBall.GetComponent <Rigidbody2D>().AddForce(new Vector2(-wind, 0));
            }
            else
            {
                slingshotState = SlingshotState.Idle;
            }
            if (currentBall.GetComponent <Ball>().swotch)
            {
                slingshotState = SlingshotState.Idle;
            }

            break;

        default:
            break;
        }
    }