public void Detach() { if (rope != null) { connected = false; rope.Disconnect(this); } }
public void UpdateRope() { lr.SetPosition(0, rope.ownerTarget.transform.position); lr.SetPosition(1, rope.connectee.transform.position); if (Vector2.Distance(rope.ownerTarget.transform.position, rope.connectee.transform.position) > rope.length) { rope.SpawnTooFarMessage(); rope.Disconnect(rope.connectee); } }