private void LockPitch() { _state = PlungerPlacerState.Idle; Instantiate(plungerPrefab, transform.position, transform.rotation); // TODO: pass rotation, aim params Destroy(_placeholder); Destroy(_aimGuide); Destroy(this); }
public void Activate() { if (_state != PlungerPlacerState.Idle) { return; } _state = PlungerPlacerState.AdjustYaw; var position = transform.position; _placeholder = Instantiate(plungerPrefab, position, Quaternion.identity); //_placeholder.GetComponent<Renderer>().material = placeholderMaterial; _aimGuide = Instantiate(aimGuidePrefab, position + (Vector3.forward * 2f), Quaternion.identity); UpdateAimGuide(); }
private void LockYaw() { _state = PlungerPlacerState.AdjustPitch; }