public void OnMouseDrag() { // This is so scuffed. // Make the raycast coming up go through this die. gameObject.layer = 2; m_DieValue = m_PhysicsDie.GetResult(); m_PointerRay = m_GameCamera.ScreenPointToRay(Input.mousePosition); Physics.Raycast(m_PointerRay, out m_Hit, float.MaxValue); transform.position = m_Hit.point + (Vector3.up * m_DragHeight); m_PhysicsDie.GetRigidbody().velocity = Vector3.zero; // This is dumb. // Have to reset for function to even be called again. gameObject.layer = 0; }
public void CheckResult() { JamesManager.instance.DoEffects((dieOnCard == null || dieOnCard.GetResult() < cardData.dc) ? cardData.failureEffects : cardData.successEffects); }