private void Smashing() { isSmashed = true; myPlayerControl.AnimatorHammerHit(); StartCoroutine(CS_Global.DelayToInvokeDo(() => { CapsuleCollider[] t_colliderArray = GetComponents <CapsuleCollider> (); foreach (CapsuleCollider t_collider in t_colliderArray) { t_collider.center += Vector3.forward * 2; } }, 0.4f)); StartCoroutine(CS_Global.DelayToInvokeDo(() => { Smashed(); }, 0.5f)); }
private bool CheckIfFarEnoughLine(Vector3 g_position, List <GameObject> g_list, float g_distance) { if (g_list.Count < 2) { return(true); } for (int i = 0; i < g_list.Count; i++) { int t_numb = i + 1; if (t_numb >= g_list.Count) { t_numb -= g_list.Count; } if (CS_Global.DistanceToLine(g_list[i].transform.position, g_list[t_numb].transform.position, g_position) < g_distance) { return(false); } } return(true); }