Пример #1
0
    public void StartEffect(Transform _otherOccupier)
    {
        waypointsController = ball.GetComponent <WaypointsController>();

        ignoreCollisionsBall = ball.GetComponent <IgnoreCollisions>();
        ConnectionEffect otherConnectionEffect = _otherOccupier.GetComponent <ConnectionEffect>();

        connectionActive = true;

        if (!otherConnectionEffect.connectionActive)
        {
            otherConnectionEffect.StartEffect(transform);
        }

        ignoreCollisionsBall.AddActiveCollision(otherConnectionEffect.Ball.GetComponent <Collider>());
        ignoreCollisionsBall.RemoveActiveCollision(myHead.GetComponent <Collider>());

        ball.GetComponent <RandomDirectionPush>().Executing = false;

        ball.GetComponent <ControlledBounce>().ControlBounce = false;

        //only spawn the waypoints if i am a student
        if (isStudent)
        {
            SpawnWayPoints(_otherOccupier);
        }
    }
Пример #2
0
    //activated from the node class
    public void StartPreparingMoveAway()
    {
        //stop all coroutines, so that it no longer rotates, or moves to its old target
        StopAllCoroutines();

        //let the ball move to its owner, once its done, we activate the MoveAway function when its done returning with a delegate
        connectionEffect = GetComponent <ConnectionEffect>();

        connectionEffect.ConnectionIsFinished += MoveAway;
        connectionEffect.FinishConnection();
    }