IEnumerator ApplyPhysics(Rigidbody body) { stateManager.state = StateManager.States.TURN_ENDING; body.transform.localRotation = Quaternion.Euler(0, -90, 0); body.AddRelativeForce(arrow.forward * powerManager.power * physicsForce); yield return(new WaitForSeconds(2f)); powerBarManager.ChangeScale(new Vector3(0, 11, 1)); turnManager.ChangeTurn(); }
void PowerUpdate() { input = Input.GetAxis("Vertical"); //se ainda puder carregar o powerbar if (power < maxPowerBar) { //power sera adicionado passo a passo, de acordo com o input power = Mathf.MoveTowards(power, maxPowerBar * input, Time.deltaTime * maxPowerBar); } //aumentar/diminuir o tamanho da UI de acordo com power if (power > 0.0f) { powerBarManager.ChangeScale(new Vector3(power, 11, 1)); } }