private void ShootBall(BaseCylinder _choosenCylinder, Vector3 _targetPosition) { m_BallShot = true; m_Ball.GetComponent <PlayerBall>().ShootTheBall(_choosenCylinder, _targetPosition); StartCoroutine(ActivateBallShootingAfterDelay()); }
public void ShootTheBall(BaseCylinder _choosenCylinder, Vector3 _targetPosition) { m_PlayerColor = GameController.Instance.CurrentThemeColor; m_MyCollider.enabled = true; m_TargetCylinder = _choosenCylinder; m_TargetPosition = _targetPosition; m_MyTransform.SetParent(null); StartCoroutine(SimulateProjectile()); }
private void OnCollisionEnter(Collision collision) { if (GameController.Instance.CurrentGameState != GameState.GameSet) { return; } BaseCylinder m_TempBaseCylinder = collision.gameObject.GetComponent <BaseCylinder>(); if (m_TempBaseCylinder && m_TempBaseCylinder.CylinderColor == m_MyColor) { m_NeighbourCylinders.Add(m_TempBaseCylinder); } }