public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); dagger.IgnoreDaggerCollisions(); dagger.SetPhysics(0, 0.999f); dagger.CreateJoint(); }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); dagger.CreateJoint(); dagger.IgnoreDaggerCollisions(); dagger.SetPhysics(0); Catalog.GetData <EffectData>("DaggerSnickFX").Spawn(dagger.transform).Play(); }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); dagger.item.rb.velocity = Vector3.zero; dagger.SetPhysics(0); dagger.rb.collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative; dagger.rb.isKinematic = true; }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); dagger.Depenetrate(); dagger.IgnoreDaggerCollisions(); dagger.SetPhysics(0); dagger.CreateJoint(); dagger.item.mainCollisionHandler.OnCollisionStartEvent += CollisionEvent; }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); dagger.item.GetMainHandle(Side.Left).SetTouch(false); dagger.item.GetMainHandle(Side.Right).SetTouch(false); dagger.SetPhysics(0); dagger.DisableCollisions(); dagger.IgnoreDaggerCollisions(); dagger.CreateJoint(); }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); whooshEffect = Catalog.GetData <EffectData>("ClawsWhoosh").Spawn(dagger.transform); whooshEffect.Play(); dagger.SetPhysics(0); dagger.CreateJoint(); dagger.IgnoreDaggerCollisions(); dagger.item.mainCollisionHandler.OnCollisionStartEvent += CollisionEvent; }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); startedTracking = false; dagger.SetPhysics(0); float modifier = 1; if (dagger.rb.mass < 1) { modifier *= dagger.rb.mass; } else { modifier *= dagger.rb.mass * Mathf.Clamp(dagger.rb.drag, 1, 2); } dagger.rb.AddForce(Vector3.up * 30f * modifier, ForceMode.Acceleration); }
public override void Enter(DaggerBehaviour dagger, DaggerController controller) { base.Enter(dagger, controller); trapEffect = Catalog.GetData <EffectData>("DaggerFloatFX").Spawn(dagger.transform.position, dagger.transform.rotation); dagger.SetPhysics(0); }