public override void Throw(Vector2 force, Character thrower) { base.Throw(force, thrower); Throwable[] instadThrowables = new Throwable[additioalThrowables]; Throwable spawnedThrowable = Throwable.Instantiate <Throwable>(additionalThrowablePrefab); spawnedThrowable.transform.position = transform.position + (Vector3.up * 0.5f); spawnedThrowable.transform.forward = force; // spawnedThrowable.throwableRigidbody.velocity = force; spawnedThrowable.SetVelocity(Quaternion.Euler(0, 0, 15) * force, thrower); spawnedThrowable.transform.Rotate(Vector3.left * 10); spawnedThrowable = Throwable.Instantiate <Throwable>(additionalThrowablePrefab); spawnedThrowable.transform.position = transform.position + (Vector3.down * 0.4f); spawnedThrowable.SetVelocity(Quaternion.Euler(0, 0, -15) * force, thrower); }
public void ReleaseAllObjects(Vector2 velocity) { for (int i = 0; i < objectsToStack.Count; i++) { objectsToStack[i].SetParent(null, true); if (objectsToStack[i].GetComponent <Throwable>() != null) { Throwable throwable = objectsToStack[i].GetComponent <Throwable>(); throwable.TogglePhysics(true); throwable.SetVelocity(velocity); } objectsToStack.Remove(objectsToStack[i]); } }