private void ResetObject() { this.gameObject.tag = "CanBeHitted"; nearImantableObjects.Clear(); myPole = iman.NONE; applyForce = false; timerActive = timeActive; timerImanted = timeImanted; mysphereCollider.radius = 0.5f; mysphereCollider.enabled = false; }
public void AddCharge(iman typeIman, int numCharge) { //this.gameObject.tag = "Untagged"; //Primero asignamos polo para que no haya problemas en otra parte del codigo if (typeIman == iman.POSITIVE) { myPole = iman.POSITIVE; } else { myPole = iman.NEGATIVE; } numChargesAdded = numCharge; //En caso de tener los radius hardcoded aqui. SINO Cambiarlo a las dos lineas del switch switch (numCharge) { case 1: mysphereCollider.enabled = true; mysphereCollider.radius = 3.5f; break; case 2: mysphereCollider.enabled = true; mysphereCollider.radius = 4.5f; break; case 3: mysphereCollider.enabled = true; mysphereCollider.radius = 8; break; default: break; } //Reset timers timerActive = timeActive; timerImanted = timeImanted; }
public void SetPole(iman pole) { myPole = pole; }