void Update() { if (Input.GetMouseButtonDown(0) && ikCatchController.HasCaughtBall()) { ikThrowController.StartAim(); } else if (Input.GetMouseButtonUp(0) && ikThrowController.IsAiming()) { // Throw a ball if the bot has one ikThrowController.ReadyThrow(); animator.SetTrigger("Throw"); } if (Input.GetMouseButtonDown(1)) { // Supply the bot with a new ball Vector3 ballPos = transform.position + transform.forward * 0.5f; ballPos.y += 1.5f; GameObject throwable = Instantiate(ballPrefab, ballPos, Quaternion.identity); } }
void Update() { if (Input.GetMouseButtonDown(0) && ikThrowController.GetThrowState() == IKThrowController.ThrowState.None && ikCatchController.HasCaughtBall()) { ikThrowController.StartAim(); ikThrowController.SetThrowPathState(IKThrowController.ThrowPathState.Straight); playerCameraController.UseAimCamera(); } else if (Input.GetMouseButtonUp(0) && ikThrowController.IsAiming()) { // Throw a ball if the bot has one ikThrowController.ReadyThrow(); playerCameraController.StopUsingAimCamera(); animator.SetTrigger("Throw"); } if (ikThrowController.IsAiming()) { if (Input.GetKeyDown(KeyCode.A)) { ikThrowController.MoveTargetLeft(); } if (Input.GetKeyDown(KeyCode.D)) { ikThrowController.MoveTargetRight(); } if (Input.GetKeyDown(KeyCode.W)) { //target = GetNextTarget(); } if (Input.GetKeyDown(KeyCode.S)) { //target = GetNextTarget(false); } if (Input.GetKeyDown(KeyCode.Q)) { ikThrowController.SetThrowPathState(IKThrowController.ThrowPathState.Straight); } if (Input.GetKeyDown(KeyCode.E)) { ikThrowController.SetThrowPathState(IKThrowController.ThrowPathState.CurveFromLeft); } if (Input.GetKeyDown(KeyCode.R)) { ikThrowController.SetThrowPathState(IKThrowController.ThrowPathState.CurveFromAbove); } if (Input.GetKeyDown(KeyCode.F)) { ikThrowController.SetThrowPathState(IKThrowController.ThrowPathState.CurveFromRight); } } if (Input.GetMouseButtonDown(1)) { // Supply the bot with a new ball Vector3 ballPos = transform.position + transform.forward * 0.5f; ballPos.y += 1.5f; GameObject throwable = Instantiate(ballPrefab, ballPos, Quaternion.identity); } }