protected void GrabbableRelease(OVRGrabbable grabbable, Vector3 linearVelocity, Vector3 angularVelocity) { grabbable.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { grabbable.transform.parent = null; } }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { m_grabbedObj.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } m_grabbedObj = null; }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { m_grabbedObj.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } SetPlayerIgnoreCollision(m_grabbedObj.gameObject, false); m_grabbedObj = null; }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { m_grabbedObj.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } PickFarObj.instance.Release(this); m_grabbedObj = null; //lookingGrabbable = null; }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { // fudge physics const float SENSITIVITY = 2.5f; m_grabbedObj.GrabEnd(linearVelocity * SENSITIVITY, angularVelocity * SENSITIVITY); m_grabbedObj.GetComponent <BasketballBehavior> ().setWasThrown(true); GameObject.Find("Floor").GetComponent <MainBehavior> ().respawnBasketball(m_grabbedObj.gameObject); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } m_grabbedObj = null; }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { m_grabbedObj.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } if (m_grabbedObj.tag == Constants.TAG_BOW) { var boxCollider = m_grabbedObj.GetComponent <BoxCollider>(); boxCollider.isTrigger = false; var bowController = m_grabbedObj.GetComponent <BowController>(); bowController.ComeBackPositionOrigin(); } m_grabbedObj = null; }
protected void GrabbableRelease(Vector3 linearVelocity, Vector3 angularVelocity) { m_grabbedObj.GrabEnd(linearVelocity, angularVelocity); if (m_parentHeldObject) { m_grabbedObj.transform.parent = null; } SetPlayerIgnoreCollision(m_grabbedObj.gameObject, false); Rigidbody rigidbody = m_grabbedObj.GetComponent <Rigidbody>(); rigidbody.useGravity = true; rigidbody.isKinematic = false; m_grabbedObj = null; }