public void Throw(Vector2 force) { if (cooldownRemaining > 0 || !canShoot) { return; } Throwable spawnedThrowable = Throwable.Instantiate <Throwable>(currentThrowable); spawnedThrowable.transform.position = throwableSpawnPoint.position; spawnedThrowable.transform.forward = force; spawnedThrowable.Throw(force, this); startCooldown = (overrideCooldown < 0 ? ConfigManager.instance.cooldown : overrideCooldown) + additionalCooldown; cooldownRemaining = startCooldown; }
public override void Throw(Vector2 force, Character thrower) { base.Throw(force, thrower); Throwable[] instadThrowables = new Throwable[additioalThrowables]; Throwable spawnedThrowable = Throwable.Instantiate <Throwable>(additionalThrowablePrefab); spawnedThrowable.transform.position = transform.position + (Vector3.up * 0.5f); spawnedThrowable.transform.forward = force; // spawnedThrowable.throwableRigidbody.velocity = force; spawnedThrowable.SetVelocity(Quaternion.Euler(0, 0, 15) * force, thrower); spawnedThrowable.transform.Rotate(Vector3.left * 10); spawnedThrowable = Throwable.Instantiate <Throwable>(additionalThrowablePrefab); spawnedThrowable.transform.position = transform.position + (Vector3.down * 0.4f); spawnedThrowable.SetVelocity(Quaternion.Euler(0, 0, -15) * force, thrower); }