示例#1
0
    private void HandleHookThrow()
    {
        grappleHookRopeTransform.LookAt(grappleHookHitPosition);

        hookRopeLength += hookThrowSpeed * Time.deltaTime;
        grappleHookRopeTransform.localScale = new Vector3(1, 1, hookRopeLength);

        if (hookRopeLength >= Vector3.Distance(transform.position, grappleHookHitPosition))
        {
            state = State.UsingGrappleHook;
            cameraFov.SetCameraFov(HOOK_FOV);
        }
    }
    private void HookshotThrow()
    {
        _hookshotTransform.LookAt(_hookshotPosition);

        _hookshotSize += _hookshotThrowSpeed * Time.deltaTime;
        _hookshotTransform.localScale = new Vector3(1, 1, _hookshotSize);
        if (_hookshotSize >= Vector3.Distance(transform.position, _hookshotPosition))
        {
            _state = State.HookshotFlyingPlayer;
            _cameraFov.SetCameraFov(HOOKSHOT_FOV);
            _speedLinesParticleSystem.Play();
        }
    }
        private void HandleHookshotThrow()
        {
            hookshotTransform.LookAt(hookshotPosition);

            float hookshotThrowSpeed = 500f;

            hookshotSize += hookshotThrowSpeed * Time.deltaTime;
            hookshotTransform.localScale = new Vector3(1, 1, hookshotSize);

            if (hookshotSize >= Vector3.Distance(transform.position, hookshotPosition))
            {
                state = State.HookshotFlyingPlayer;
                cameraFov.SetCameraFov(HOOKSHOT_FOV);
            }
        }
    //While hookshot is travelling to position
    private void HandleHookshotThrow()
    {
        hookshotTransform.gameObject.SetActive(true);
        hookshotTransform.LookAt(hookshotPosition);
        reelSound.Play();
        float hookshotThrowSpeed = 500f;

        hookshotSize += hookshotThrowSpeed * Time.deltaTime;
        hookshotTransform.localScale = new Vector3(hookshotTransformX, hookshotTransformY, hookshotSize);

        if (hookshotSize >= Vector3.Distance(transform.position, hookshotPosition))
        {
            state = State.HookshotFlyingPlayer;
            cameraFov.SetCameraFov(HOOKSHOT_FOV);
            speedLinesParticleSystem.Play();
        }
    }
示例#5
0
    void PullRope()
    {
        Debug.Log("Pull Rope");

        joint.spring = 0f;
        //joint.damper = 15f;
        //joint.maxDistance = 0f;
        //joint.minDistance = 0f;

        grappleDir = (grapplePoint - transform.position).normalized;
        //joint.minDistance = 0f;
        //joint.maxDistance = 0f;

        pulling = true;

        cameraFov.SetCameraFov(HOOKSHOT_FOV);
        cameraParticleSystem.Play();
    }