public void Spawn(Vector3 pos, Vector3 dir, bool forward) { _btm = GetComponent <BadTimeMachine>(); _body = GetComponent <Rigidbody>(); direction = dir.normalized; transform.position = pos + direction * 1.3f; //_btm.forwardsInTime = forward; //_btm.backwardsInTime = !forward; _body.velocity = dir * speed; lifetime = lifespan; }
void FixedUpdate() { if (rewinding) { Collider[] colliders = Physics.OverlapSphere(transform.position, sphereRadius, 0x0100); // 0x0100 Stands for layer 8 foreach (var collider in colliders) { int id = collider.gameObject.GetInstanceID(); if (!rewindAffectedCubes.Contains(id)) { rewindAffectedCubes.Add(id); } BadTimeMachine badTimeMachine = rewindablesManager.GetBadTimeMachine(id); badTimeMachine.StopRecording(); badTimeMachine.RewindFixedTimeFrame(); } } }