public void grappleReset() { ln.enabled = false; Destroy(GrapplePoint); GS = Grapplestage.idle; isfiring = false; }
void ExtendUpdate() { GrapplePoint.transform.position = Vector3.MoveTowards(GrapplePoint.transform.position, extendTo, grappleSpeed * Time.deltaTime); if (Vector3.Distance(extendTo, GrapplePoint.transform.position) < 0.01) { GS = Grapplestage.retract; } }
void Extend(Vector3 A) { GrapplePoint = Object.Instantiate(Grapple, transform.position, transform.rotation); ln.enabled = true; isfiring = true; extendTo = A; GS = Grapplestage.extend; retractspeed = normalretractspeed; }
public void LookForBlocks() { Debug.LogError("wait this works"); retractspeed = blockretractspeed; GS = Grapplestage.retract; }