示例#1
0
 public void ThrowCarryingObject()
 {
     m_PickedUpObject.Throw(m_Character);
     m_PickedUpObject = null;
     m_MovementModel.SetFrozen(false, false, false);
     m_MovementModel.SetIsAbleToAttack(true);
 }
    public void ThrowCarryingObject()
    {
        Collider2D pickupObjectCollider = m_PickedUpObject.GetComponent <Collider2D>();

        if (pickupObjectCollider != null)
        {
            pickupObjectCollider.enabled = true;
            Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider);
        }

        m_PickedUpObject.Throw(m_Character);
        m_PickedUpObject = null;

        //m_MovementModel.SetFrozen( false, false, false );
        m_MovementModel.SetIsAbleToAttack(true);
    }
    IEnumerator _ThrowCarryingObject()
    {
        Collider2D pickupObjectCollider = m_PickedUpObject.GetComponent <Collider2D>();

        if (pickupObjectCollider != null)
        {
            Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider);
            pickupObjectCollider.enabled = false;
        }

        m_PickedUpObject.Throw(m_Character);
        yield return(new WaitForSeconds(0.2f));

        pickupObjectCollider.enabled = true;
        Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider, false);
        m_PickedUpObject = null;
    }
    public void ThrowObject()
    {
        source.clip = throwSound;
        source.Play();

        Collider2D pickupObjectCollider = pickedUpObject.GetComponent <Collider2D>();

        if (pickupObjectCollider != null)
        {
            pickupObjectCollider.enabled = true;
            Physics2D.IgnoreCollision(m_collider, pickupObjectCollider);
        }

        pickedUpObject.Throw(character);
        pickedUpObject = null;
        movementModel.SetAbleToAttack(true);
    }
示例#5
0
    //Throws the currently being carried object
    public void ThrowCarryingObject()
    {
        Collider2D pickupObjectCollider = m_PickedUpObject.GetComponent <Collider2D>();

        //Re-enable the collider and ignore collisions as your throw it
        if (pickupObjectCollider != null)
        {
            pickupObjectCollider.enabled = true;
            Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider);
        }

        //Throoow it
        m_PickedUpObject.Throw(m_Character);
        m_PickedUpObject = null;

        //No longer carrying, can attack
        m_MovementModel.SetIsAbleToAttack(true);
    }
示例#6
0
    public void ThrowCarryingObject(bool dropped)
    {
        Collider2D pickupObjectCollider = m_PickedUpObject.GetComponent <Collider2D>();

        if (pickupObjectCollider != null)
        {
            pickupObjectCollider.enabled = true;
            Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider);
        }

        m_PickedUpObject.Throw(m_Character, dropped);

        if (dropped == true)
        {
            StartCoroutine(SetLayer(m_PickedUpObject.transform, "Default", 1f));
        }

        //m_MovementModel.SetFrozen( false, false, false );
        Physics2D.IgnoreCollision(m_Collider, pickupObjectCollider, false);
        SetUncarry();
    }