public void RecoverFromFall() { //SOUND GOT UP //AkSoundEngine.PostEvent("GotUp", gameObject); InputController.SetCanAttach(true); InputController.BlockControls(false); ResetBar(); BlockBar(true, 5f); BalanceGUI.SetActive(true); IconImage.SetActive(true); Hips.GetComponent <SpringJoint>().spring = 1000f; Hips.GetComponent <Rigidbody>().AddForce(Vector3.up * 250f); NetworkServerManager.getInstance().ServerStringMessageSender(InputController, "GotUp"); }
public void Fall() { if (!Fallen) { Fallen = true; BlockBar(true); InputController.RandomizeControls(); InputController.Detach(); InputController.BlockControls(true); InputController.SetCanAttach(false); BalanceGUI.SetActive(false); IconImage.SetActive(false); Hips.GetComponent <SpringJoint>().spring = 0f; Hips.GetComponent <Rigidbody>().velocity = Vector3.zero; NetworkServerManager.getInstance().ServerStringMessageSender(InputController, "Fallen"); ShootKeys(MatchManager.getInstance().keyCollected[gameObject.layer - 9]); MatchManager.getInstance().keyCollected[gameObject.layer - 9] = 0; } }