using UnityEngine; public class BoatRow : MonoBehaviour { public enum RowSide { Left = 0, Right = 1 } public RowSide rowSide; public Transform rowWaterPoint; public Transform rowHandPoint; public float rowForcePower = 10f; public bool isUse; public Boat currentBoat; private void Start() { } private void Update() { } public void AddMove(Vector2 input) { if (input.y > 0f && input.x == 0f) { currentBoat.animator.SetBool("wioslowanie", value: true); currentBoat.animator.SetBool("wioslowanie_left", value: false); currentBoat.animator.SetBool("wioslowanie_right", value: false); isUse = true; } else if ((input.y > 0f && input.x > 0f) || (input.y == 0f && input.x > 0f)) { currentBoat.animator.SetBool("wioslowanie", value: false); currentBoat.animator.SetBool("wioslowanie_left", value: false); currentBoat.animator.SetBool("wioslowanie_right", value: true); isUse = true; } else if ((input.y > 0f && input.x < 0f) || (input.y == 0f && input.x < 0f)) { currentBoat.animator.SetBool("wioslowanie", value: false); currentBoat.animator.SetBool("wioslowanie_left", value: true); currentBoat.animator.SetBool("wioslowanie_right", value: false); isUse = true; } else { currentBoat.animator.SetBool("wioslowanie", value: false); currentBoat.animator.SetBool("wioslowanie_left", value: false); currentBoat.animator.SetBool("wioslowanie_right", value: false); isUse = false; } if (!(rowWaterPoint.position.y > 0f)) { if (input.y > 0f && input.x == 0f) { currentBoat.rigidbody.AddForce(currentBoat.transform.forward * rowForcePower); currentBoat.rigidbody.AddTorque(-currentBoat.transform.right * rowForcePower); } switch (rowSide) { case RowSide.Left: currentBoat.rigidbody.AddTorque(currentBoat.transform.up * rowForcePower); currentBoat.rigidbody.AddTorque(currentBoat.transform.forward * rowForcePower * 0.5f); break; case RowSide.Right: currentBoat.rigidbody.AddTorque(-currentBoat.transform.up * rowForcePower); currentBoat.rigidbody.AddTorque(-currentBoat.transform.forward * rowForcePower * 0.5f); break; } } } }