void CarryOutThrowActions() { throwDirection = myTransform.parent.forward; //forware direction is the direction the player is facing myTransform.parent = null; //makes sure item doesnt turn if thrown if the player turns itemMaster.CallEventObjectThrow(); //Go from kinematic (if held), to not(if thrown) - ex add gravity, force etc. HurlItem(); }
void CheckForDropInput() { if (Input.GetButtonDown(dropButtonName) && Time.timeScale > 0 && myTransform.root.CompareTag(GameManager_References._playerTag)) { myTransform.parent = null; itemMaster.CallEventObjectThrow(); } }