public void breakRopeNow() // called when a correct answer is Tapped { pickAllJointsFromRope(); if (_hangingObjectText != null) { _hangingObjectText.SetActive(false); } _brokenRopeObjects = (NF_BrokenRopeObjects)_newParent.GetComponent <NF_BrokenRopeObjects>(); _brokenRopeObjects.sendBrokenRopeArray(brokenRopeObj, _newParentPosition); // create rope up animation sprite here ropeCutUp = Instantiate(Resources.Load(NF_Constants._ropeCutUpPath, typeof(GameObject)), new Vector3(this.transform.position.x, this.transform.position.y - 40, this.transform.position.z), Quaternion.identity) as GameObject; Destroy(this.gameObject); Debug.Log("Rope Destroyed"); }
public void breakRopeNow() { // called when a correct answer is Tapped pickAllJointsFromRope(); if(_hangingObjectText!=null){ _hangingObjectText.SetActive(false); } _brokenRopeObjects = (NF_BrokenRopeObjects) _newParent.GetComponent<NF_BrokenRopeObjects>(); _brokenRopeObjects.sendBrokenRopeArray(brokenRopeObj,_newParentPosition); // create rope up animation sprite here ropeCutUp = Instantiate(Resources.Load(NF_Constants._ropeCutUpPath, typeof(GameObject)), new Vector3(this.transform.position.x,this.transform.position.y-40,this.transform.position.z),Quaternion.identity) as GameObject; Destroy(this.gameObject); Debug.Log("Rope Destroyed"); }