void Land() { _monBody.velocity = Vector2.zero; _monAnim.SetBool("IsThrown", false); _CurrState = PickaxeState.Grounded; _RefParticules.Play(true); }
public IEnumerator Trow() { //Calculate le Angle Vector3 leTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition); //Its not exactly on le MC and its gonna stay like that float DeltaX = leTarget.x - transform.position.x; float DeltaY = leTarget.y - transform.position.y; Vector2 FinalTarget = new Vector2(DeltaX, DeltaY).normalized; _CurrState = PickaxeState.Trown; _monAnim.SetBool("IsThrown", true); //Random Ass hardcoded number for Speed _monBody.AddForce(FinalTarget * 9, ForceMode2D.Impulse); //After Enough time Land yield return(new WaitForSeconds(0.5f)); Debug.Log("land naturaly"); _monSpeaker.PlayOneShot(_missedSound); Land(); }
public void GetPickedUp() { _monSpeaker.PlayOneShot(_pickedSound); _CurrState = PickaxeState.Held; }