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(); } }
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(); }