/* void StartGrapple() * { * if (grapplingState == GrapplingState.Normal) * { * GameObject close; * * if (Physics.Raycast(cameraTransform.position, cameraTransform.forward, out grappleHit, maxDistance, whatIsGrappleable)) * { * showRope = true; * lr.positionCount = 2; * autoAim = false; * aimPoint.transform.position = grappleHit.point; * aimPoint.SetActive(true); * StartGrappleHelper(grappleHit.collider.gameObject); * grapplePoint = grappleHit.point; * } * else if (playerControl.GetGrapplingAutoAimStatus() && (close = FindGrapplePoint()) != null) * { * // should i make it actually shoot to the player * showRope = true; * lr.positionCount = 2; * autoAim = true; * aimPoint.transform.position = close.transform.position; * aimPoint.SetActive(true); * StartGrappleHelper(close.gameObject); * grapplePoint = lastGrapple.transform.position; * } * } * else * { * aimPoint.SetActive(false); * } * } */ void StartGrappleHelper(GameObject g) { grapplingState = GrapplingState.Grappling; // Wait for the counter to hit zero before the grapple takes place. ropeShootCounter = ropeShootLength; // Only animate the hands if you shoot the grappling gun. handsAnimator.ResetTrigger("StopGrappling"); handsAnimator.SetTrigger("Grappling"); soundManager.PlayGrapplingSound(); lastGrapple = g; g.GetComponent <MeshRenderer>().material.SetColor("_EmissionColor", neonGreen * 0.0150f); crosshair.ChangeCrossHairColor(); }