public void PlacingPlank() { //turn on collider this.gameObject.GetComponent <Collider>().enabled = true; //make trigger this.gameObject.GetComponent <Collider>().isTrigger = true; this.gameObject.GetComponent <Rigidbody>().isKinematic = true; //turn on artificial gravity snapRef.GravitySwitch(true); //make rotation -5 on z axis Vector3 tempEuler = this.gameObject.transform.localEulerAngles; tempEuler.z = -5f; this.gameObject.transform.localEulerAngles = tempEuler; //unparent if (this.gameObject.transform.parent != null) { //unparent this.gameObject.transform.parent = null; } plankState = PlankState.beingplaced; }
public void PlacingPlank() { print(this.gameObject + " Placing"); //don't let plank hit players SetToNotHitPlayers(); //turn on artificial gravity snapRef.GravitySwitch(true); //turn on collider this.gameObject.GetComponent <Collider>().enabled = true; //make trigger this.gameObject.GetComponent <Collider>().isTrigger = true; //reduce size of collider //make collider full sized this.gameObject.GetComponent <BoxCollider>().size = new Vector3(0.308f, 1, 1); this.gameObject.GetComponent <BoxCollider>().center = new Vector3(0.345f, 0, 0); this.gameObject.GetComponent <Rigidbody>().isKinematic = true; //unparent if (this.gameObject.transform.parent != null) { //unparent this.gameObject.transform.parent = null; } plankState = PlankState.beingplaced; }