// Update is called once per frame void Update() { if (holdingBall) { Ball.transform.position = PlayerCamera.transform.position + PlayerCamera.transform.forward * ballDistance; if (Input.GetMouseButtonDown(0)) { Ball.ActivateTrail(); holdingBall = false; Ball.GetComponent <Rigidbody>().useGravity = true; Ball.GetComponent <Rigidbody>().AddForce(PlayerCamera.transform.forward * ballThrowingForce); } } }
// Update is called once per frame public void FixedUpdate() { if (isholdingBall) { ball.transform.position = playerCamera.transform.position + playerCamera.transform.forward * distanceToBall; //The basketball is thrown when the player clicked the mouse button. if (Input.GetMouseButtonDown(0)) { isholdingBall = false; ball.ActivateTrail(); ball.GetComponent <Rigidbody>().useGravity = true; ball.GetComponent <Rigidbody>().AddForce(playerCamera.transform.forward * ballThrowingForce); } } }
// Update is called once per frame void Update() { if (holdingBall) { ball.transform.position = playerCamera.transform.position + playerCamera.transform.forward * ballDistance; // position references point in the world; forward references the direction i.e up down left right; if (Input.GetMouseButton(0)) { holdingBall = false; // release ball ball.ActivateTrail(); ball.GetComponent <Rigidbody>().useGravity = true; // ball drops; ball.GetComponent <Rigidbody>().AddForce(playerCamera.transform.forward * ballThrowingForce); // throw } } }
void Update() { if (HoldingBall) { //Forward is always one WU from the origin ball.transform.position = playerCamera.transform.position + (playerCamera.transform.forward * ballDistance); if (Input.GetMouseButtonDown(0)) { HoldingBall = false; ball.ActivateTrail(); ball.GetComponent <Rigidbody>().useGravity = true; //Add force in a direction Vector3 ball.GetComponent <Rigidbody>().AddForce(playerCamera.transform.forward * throwingForce); } } }
public void thro() { ball.ActivateTrail(); ball.GetComponent <Rigidbody>().useGravity = true; ball.GetComponent <Rigidbody>().AddForce(playerCamera.transform.forward * ballThrowingForce); }