//what will happen when spell is cast public override void useSpell(BallBehavior obj) { obj.GetComponent<Rigidbody>().AddForce(new Vector3(0, 5f, 0), ForceMode.Impulse); }
private void DeactivateBall(BallBehavior ballToDeactivate) { ballToDeactivate.GetComponent <Rigidbody>().isKinematic = true; ballToDeactivate.gameObject.SetActive(false); }