private void OnTriggerEnter(Collider other) { if (IsGrabbed()) { return; } SaberSelector selector = other.GetComponent <SaberSelector>(); if (selector == null) { selector = other.GetComponentInChildren <SaberSelector>(); } if (selector == null) { return; } selector.Attach(gameObject); /*Saber saber = other.gameObject.transform.GetComponentInParent<Saber>(); * if (saber != null) * { * float zPoint = Vector3.Distance() * float relativeZ = (totalBeats/currentWidthOfMinimap) * zPoint; * if (relativeZ < currentWidthOfMinimap) relativeZ = currentWidthOfMinimap; * else if (relativeZ > totalBeats) relativeZ = totalBeats; * Debug.LogWarning("relative z - " + relativeZ); * BeatMap.SkipToBeat(BeatMap.RoundToRelativeBeat(relativeZ,BeatMap.currentNoteMode)); * Vector3 newposition = new Vector3(transform.position.x, transform.position.y, * currentWidthOfMinimap - ((currentWidthOfMinimap / totalBeats * 2) * relativeZ)); * transform.position = newposition; * Update(); * } * else * { * BeatMap.Log("saber NOT found"); * }*/ }
public void Attach(GameObject gameObject) { selector.Attach(gameObject); }