void StartGrapple() { // f facing = dray.GetFacing(); dray.enabled = false; // g anim.CrossFade( "Dray_Attack_" + facing, 0 ); drayColld.enabled = false; rigid.velocity = Vector3.zero; grapHead.SetActive(true); p0 = transform.position + ( directions[facing] * 0 .5f ); p1 = p0; grapHead.transform.position = p1; grapHead.transform.rotation = Quaternion.Euler(0, 0, 90 * facing); grapLine.positionCount = 2; // h grapLine.SetPosition(0, p0); grapLine.SetPosition(1, p1); mode = eMode.gOut; }
void StartGrapple() { // f facing = dray.GetFacing(); dray.enabled = false; // g anim.CrossFade("Dray_Attack_" + facing, 0); drayColld.enabled = false; rigid.velocity = Vector3.zero; grapHead.SetActive(true); p0 = transform.position + (directions[facing] * 0.5f); p1 = p0; grapHead.transform.position = p1; grapHead.transform.rotation = Quaternion.Euler(0, 0, 90 * facing); grapLine.positionCount = 2; // h grapLine.SetPosition(0, p0); grapLine.SetPosition(1, p1); mode = eMode.gOut; }