public void SetDelegates() { switch (magnetType) { case (MagnetType.Attract): repulse_attract = 1; break; case (MagnetType.Repulse): repulse_attract = -1; break; default: repulse_attract = 1; break; } switch (magnetEffectType) { case (MagnetEffects.Direction): currentDelegate = DirDelegate; break; case (MagnetEffects.Position): currentDelegate = PosDelegate; break; case (MagnetEffects.BoundedPosition): currentDelegate = BoundedPosDelegate; break; case (MagnetEffects.BoundedDirection): currentDelegate = BoundedDirDelegate; break; case (MagnetEffects.PositionalNoise): currentDelegate = PositionalNoiseDelegate; break; case (MagnetEffects.DirectionalNoise): currentDelegate = DirectionalNoiseDelegate; break; default: currentDelegate = PosDelegate; break; } currentMagnetEffect = magnetEffectType; currentMagnetType = magnetType; }
public void Create(MagnetType type, float force) { this.type = type; GetComponent <Rigidbody>().AddRelativeForce(Vector3.forward * force); MagnetHandler.RegisterMagnet(this); }
public void Create(MagnetType type, float force) { MagnetHandler.RegisterMagnet(this); }