add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -444,6 +444,16 @@ public class gravityGun : MonoBehaviour
}
}
objectToPlaceSystem currentObjectToPlaceSystem = objectHeld.GetComponent<objectToPlaceSystem> ();
if (currentObjectToPlaceSystem != null) {
if (currentObjectToPlaceSystem.isAdjustingObjectToPlaceInProcess ()) {
objectHeld = null;
return;
}
}
if (currentGrabObjectProperties != null) {
if (currentGrabObjectProperties.useExtraGrabDistance) {
currentGrabExtraDistance = currentGrabObjectProperties.getExtraGrabDistance ();
@@ -499,8 +509,6 @@ public class gravityGun : MonoBehaviour
currentGrabObjectEventSystem.callEventOnGrab ();
}
objectToPlaceSystem currentObjectToPlaceSystem = objectHeld.GetComponent<objectToPlaceSystem> ();
if (currentObjectToPlaceSystem != null) {
currentObjectToPlaceSystem.setObjectInGrabbedState (true);
}
@@ -656,6 +664,8 @@ public class gravityGun : MonoBehaviour
}
}
objectToPlaceSystem currentObjectToPlaceSystem = null;
if (objectHeld != null) {
//set the tag of the object that had before grab it, and if the object has its own gravity, enable again
if (grabbedObjectTagLayerStored) {
@@ -735,7 +745,7 @@ public class gravityGun : MonoBehaviour
}
}
objectToPlaceSystem currentObjectToPlaceSystem = objectHeld.GetComponent<objectToPlaceSystem> ();
currentObjectToPlaceSystem = objectHeld.GetComponent<objectToPlaceSystem> ();
if (currentObjectToPlaceSystem != null) {
currentObjectToPlaceSystem.setObjectInGrabbedState (false);
@@ -762,6 +772,10 @@ public class gravityGun : MonoBehaviour
if (showDebugPrint) {
print ("drop object");
}
if (currentObjectToPlaceSystem != null) {
currentObjectToPlaceSystem.checkObjectsAround ();
}
}
public void checkJointsInObject (GameObject objectToThrow, float force)