private void ThrowMe() { aus.Play(); if (m_window != null && m_isAiming) { m_isJumping = true; m_isAiming = false; InputLayout = InputHandler.Layout.None; var angle = TurnToSide == Side.Left ? 180 - m_aimAngle : m_aimAngle; var force = Quaternion.Euler(0, 0, angle) * Vector2.right * m_aimStrength; m_rigidBody.AddForce(force, ForceMode2D.Impulse); transform.position += new Vector3(0, 0.5f); m_rigidBody.constraints = RigidbodyConstraints2D.None; //m_collider.enabled = false; //DOVirtual.DelayedCall(0.15f, () => m_collider.enabled = true); m_rigidBody.AddForceAtPosition(force / 50, m_rigidBody.position + new Vector2(0, 0.8f)); //m_collider.size = new Vector2(0.5f, 0.5f); m_animator.SetBool("isJumping", true); m_window = null; // unparent from building: transform.SetParent(null); } if (m_ui != null) { m_ui.DeactivateAim(this); } }
private void Start() { Setup(); cachedLayout = m_inputHandler.InputLayout; }