void Update() { clampState = redClamp.clampState; switch (clampState) { case (int)ClampStates.OPEN: if (hasSkyriseSection) { ReleaseSkyrise(capturedSkyrise); } break; case (int)ClampStates.CLOSED: if (hasSkyriseSection) { } else { SkyriseSection sr = FieldElementManager.GetCapturableSkyrise(); if (sr != null) { CaptureSkyrise(sr); } } break; } }
public void Capture() { rb.isKinematic = true; isCaptured = true; isCapturable = false; FieldElementManager.SetCapturableSkyrise(this); }
void OnTriggerExit(Collider other) { Debug.Log("Trigger Exited"); //if a skyrise exits our trigger, it is no longer capturable if (other.gameObject.tag == "Skyrise Section") { SkyriseSection sr = other.gameObject.GetComponent <SkyriseSection>(); sr.isCapturable = false; FieldElementManager.ClearCapturableSkyrise(sr); } }
public void Release() { rb.isKinematic = false; isCaptured = false; FieldElementManager.ClearCapturableSkyrise(this); if (isScorable) { Score(); } }
void OnTriggerEnter(Collider other) { Debug.Log("Trigger Entered"); //if a skyrise enters our trigger, it is capturable if (clampState == (int)ClampStates.OPEN) { Debug.Log("Clamp is open"); if (other.gameObject.tag == "Skyrise Section") { SkyriseSection sr = other.gameObject.GetComponent <SkyriseSection>(); sr.isCapturable = true; FieldElementManager.SetCapturableSkyrise(sr); } } }