void LaunchClaw() { // cuando se va a disparar, se activa la variable de que va a disparar y se para la animación Debug.Log("Aprete mouse "); isShooting = true; minerAnimator.speed = 0; Vector3 mousePos = Input.mousePosition; mousePos.z = 10; Vector3 screenPos = Camera.main.ScreenToWorldPoint(mousePos); hit = Physics2D.Raycast(screenPos, Vector2.zero); if (hit == false) { CollectedObject(); return; } if (hit) { Debug.Log("Entre a hit " + hit.point + hit.collider.name); claw.SetActive(true); clawScript.ClawTarget(hit.point); // inicializa el diablo if (hit.transform.gameObject.CompareTag("Jewel")) { Debug.Log("Voy a crear diablo "); diabloScript.CreaDiablo(); } } }
void LaunchClaw() { isShooting = true; minerAnimator.speed = 0; RaycastHit hit; Vector3 down = transform.TransformDirection(Vector3.down); if (Physics.Raycast(transform.position, down, out hit, 100)) { claw.SetActive(true); clawScript.ClawTarget(hit.point); } }
void launchClaw() { isShooting = true; fisherAnimation.speed = 0; Vector2 down = transform.TransformDirection(Vector2.down); RaycastHit2D hit = Physics2D.Raycast(transform.position, down, 100, layer); if (hit) { claw.SetActive(true); clawScript.ClawTarget(hit.point); } }
void LaunchClaw() { isShooting = true; playerheadAnimator.speed = 0; RaycastHit hit; Vector3 up = transform.TransformDirection(Vector3.up); if (Physics.Raycast(transform.position, up, out hit, 1000)) { Claw.SetActive(true); clawScript.ClawTarget(hit.point); } }
void LaunchClaw() { isShooting = true; turretAnimator.speed = 0; Vector2 down = transform.TransformDirection(Vector2.down); RaycastHit2D hit = Physics2D.Raycast(transform.position, down); if (hit.collider != null) { claw.SetActive(true); splash.Play(); clawScript.ClawTarget(hit.point); } }
void LaunchClaw() { //Debug.Log ("test"); isShooting = true; shooterAnimator.speed = 0; RaycastHit hit; Vector3 down = transform.TransformDirection(Vector3.down); //Raycast must hit oject in order to be true if (Physics.Raycast(transform.position, down, out hit, 100)) { Debug.Log("asjkdhask"); claw.SetActive(true); //Activate claw clawScript.ClawTarget(hit.point); //launch towards target(balls) } }