public void PickupObject(InteractablePickup pickupObject) { Debug.Log("Item is being picked up"); m_PickedUpObject = pickupObject; m_PickedUpObject.transform.parent = m_MovementModel.PreviewItemParent; m_PickedUpObject.transform.localPosition = Vector3.zero; //Hmm so localPosition is supposed to make sure the object is at the parent objects position //Altho its the parent im picking up, but it seems to work anyway //hmmm... m_MovementModel.SetFrozen(true, false, false); m_MovementModel.SetIsAbleToAttack(false); Helper.SetSortingLayerForAllRenderers(pickupObject.transform, "Characters"); //Oh now it comes Physics2D.IgnoreCollision(m_Collider, pickupObject.GetComponent <Collider2D>()); }
public void UnFreeze() { if (MovementModel != null) { MovementModel.SetFrozen(false, false, false); } else { Debug.Log("Movementmodel is null"); } }