private void OnTriggerEnter(Collider other) { //base.OnTriggerEnter(other); if (other.GetComponent <shipWheelOffStraightedge>() != null && !(other.GetComponent <AnchorableBehaviour>().isAttached)) { WheelType = other.GetComponent <shipWheelOffStraightedge>().thisWheelType; } }
private void spindleToggle(shipWheelOffStraightedge.wheelType wheelType) { Transform shipsWheel = null; Transform[] wheelsArray = new Transform[3] { shipsWheel_revolve, shipsWheel_hoist, shipsWheel_rotate }; switch (wheelType) { case shipWheelOffStraightedge.wheelType.revolve: shipsWheel = shipsWheel_revolve; GetComponent <Leap.Unity.Interaction.InteractionBehaviour>().ignoreGrasping = true; break; //the hoist case should be depreciated. case shipWheelOffStraightedge.wheelType.hoist: shipsWheel = shipsWheel_hoist; break; case shipWheelOffStraightedge.wheelType.rotate: shipsWheel = shipsWheel_rotate; break; case shipWheelOffStraightedge.wheelType.off: spindleOff(); return; } foreach (Transform wheel in wheelsArray) { wheel.gameObject.SetActive(false); } shipsWheel.gameObject.SetActive(true); //shipWCollider.enabled = true; //gameObject.GetComponent<CapsuleCollider>().enabled = false; spindle = true; shipsWheel.transform.position = center; shipsWheel.transform.rotation = Quaternion.FromToRotation(Vector3.forward, normalDir); }