void Update() { //If player is aiming at tower and pressing a specified button int layermask = 1 << 8; layermask = ~layermask; if (gun.Raycast <Tower>(out Tower towerHit, layermask) && input.fired) { OnTeleport.Invoke(); //Do other teleport stuff here //fadeManager.InitiateTeleport(towerHit.transform.Find("StandPoint")); tc.InitiateTeleport(towerHit.standPoint); // causes game to freeze //Renable current tower currentTower.GetComponent <Collider>().enabled = true; currentTower = towerHit; currentTower.GetComponent <Collider>().enabled = false; gun.powerup = false; } }
public Vector3 ChangeHole(HoleSetStats nextSet) { shots.Add(shotsThisHole); overallScore += shotsThisHole - curSet.Par; printScoreCard(); shotsThisHole = 0; if (nextSet != null) { curSet.toggleColliders(false); curSet = nextSet; curSet.toggleColliders(true); playerTeleporter.InitiateTeleport(curSet.getPlayerStartPoint()); shotPar.text = shotPar.text = "Shots: 0 | Par: " + curSet.Par; return(curSet.transform.position); } else { // run end of game function GetComponent <SceneController>().LoadNextScene(); return(Vector3.zero); } }