private void Comeback() { // start returning with delay currentState = DiskStates.Returning; startTime = Time.time; startPoint = disk.transform.position;//target.transform.position; journeyLength = Vector3.Distance(startPoint, anchor.transform.position); }
private void End() { currentState = DiskStates.Default; startTime = 0; // renderers and collider disk.GetComponent <Renderer>().enabled = false; dummyDisk.GetComponent <Renderer>().enabled = true; diskCollider.enabled = false; // begin cooldown }
public void Throw() { //if (currentState != DiskState.WaitingAnimation) return; // start throw currentState = DiskStates.Thrown; collided = false; markedObject = null; startTime = Time.time; // move target to the avatar forward Vector3 targetPosition = anchor.transform.position; targetPosition = targetPosition + (avatar.transform.forward.normalized * distance); target.transform.position = targetPosition; // set starting position and rotation for the real disk disk.transform.position = anchor.transform.position; disk.transform.rotation = anchor.transform.rotation; startPoint = anchor.transform.position; journeyLength = Vector3.Distance(anchor.transform.position, target.transform.position); // turn off/on renderers disk.GetComponent <Renderer>().enabled = true; dummyDisk.GetComponent <Renderer>().enabled = false; // turn on collider diskCollider.enabled = true; }
public void BeginThrow() { currentState = DiskStates.WaitingAnimation; animator.SetTrigger("Throw"); }