private void SetHitObject() { m_rigidBody.useGravity = true; if (!unstoppable) { m_rigidBody.velocity = Vector3.zero; } m_State = DodgeballState.hitObject; }
private void SetNonActive() { Debug.Log("Set ball nonactive"); m_rigidBody.useGravity = true; m_State = DodgeballState.nonActive; }
void Awake() { m_State = DodgeballState.active; m_rigidBody = GetComponent <Rigidbody>(); m_rigidBody.useGravity = useGravity; }