using UnityEngine;
using System.Collections;
public class Ball : MonoBehaviour {
private Vector3 MousePosition;
private LineRenderer leftLine;
private LineRenderer rightLine;
void Start()
{
leftLine = GameObject.Find("Shootor").transform.Find("RopeL").transform.GetComponent<LineRenderer>();
leftLine = GameObject.Find("Shootor").transform.Find("RopeR").transform.GetComponent<LineRenderer>();
}
void Update()
{
if(Input .GetMouseButton (0))
{
MousePosition = Camera.main.ScreenToViewportPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -2f));
transform.position = MousePosition;
leftLine.SetPosition(0, new Vector3(MousePosition.x, MousePosition.y, MousePosition.z - 0.5f));
rightLine.SetPosition(0, new Vector3(MousePosition.x, MousePosition.y, MousePosition.z - 0.5f));
}
if(Input .GetMouseButtonUp (0))
{
MousePosition = Camera.main.ScreenToViewportPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -2f));
transform.position = MousePosition;
leftLine.SetPosition(0, new Vector3(MousePosition.x, MousePosition.y, MousePosition.z - 0.5f));
rightLine.SetPosition(0, new Vector3(MousePosition.x, MousePosition.y, MousePosition.z - 0.5f));
Vector3 left = new Vector3(-2f - MousePosition.x, 1.8f - MousePosition.y, -MousePosition.z);
Vector3 right = new Vector3(2f - MousePosition.x, 1.8f - MousePosition.y, -MousePosition.z);
Vector3 dir = (left + right).normalized;
transform.GetComponent<Rigidbody>().useGravity = true;
transform.GetComponent<Rigidbody>().AddForce(dir * 10f, ForceMode.Impulse);
leftLine.SetPosition(0, new Vector3(0, 1.8f, 0));
rightLine.SetPosition(0, new Vector3(0, 1.8f, 0));
}
}
}
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