// 런쳐 볼 세팅 public void LaunchBall(Vector3 accVel) { LaunchInit = true; _ball.LaunchBall(accVel, GlobalUtil.NoContect); _property = BALL_PROPERTY.LAUNCH; _ball.Rigid.AddTorque(new Vector3(10, 10, 10), ForceMode.VelocityChange); }
public void ChangeNomalBall() { // 내 클라이언트 마구 -> 노멀 볼로 돌리기 if (_property.Equals(BALL_PROPERTY.ACTIVE)) { _property = BALL_PROPERTY.NORMAL; CompIndex = 1000001; } }
// 볼 던지기 public void RemoteShootBall(Vector3 pos, Vector3 direct, float maxPain, float pain, SportManBase target) { gameObject.SetActive(true); _ball.RemoteShootBall(pos, direct, maxPain, pain, _levelpain, target); _ball.CurrentState = BALL_STAT.REMOTESHOOT; _own = false; if (_property.Equals(BALL_PROPERTY.NORMAL) == false) { _property = BALL_PROPERTY.ACTIVE; } }
// 네트워크 리시트 볼 던지기 public void ShootBall(Vector3 pos, Vector3 direct, int layer, float maxPain, float pain, SportManBase target) { //Debug.LogFormat("Shoot Ball UID : {0}" , UID); //_ball.ShootBall(pos, direct, GlobalUtil.MyAttackBall, maxPain, pain,_levelpain, target); _ball.ShootBall(pos, direct, layer, maxPain, pain, _levelpain, target); _own = false; if (_property.Equals(BALL_PROPERTY.NORMAL) == false) { _property = BALL_PROPERTY.ACTIVE; } }
void OnCollisionStay(Collision collision) { if (_own && collision.relativeVelocity.sqrMagnitude < 0.2f) { if (_ball != null) { _ball.OnCollisionStay(collision); } _own = false; // 내 클라이언트 마구 -> 노멀 볼로 돌리기 if (_property.Equals(BALL_PROPERTY.ACTIVE)) { _property = BALL_PROPERTY.NORMAL; CompIndex = 1000001; } } }