using System.Collections; using System.Collections.Generic; using UnityEngine; namespace jeanf.vrplayer { public class PickableObject : MonoBehaviour { //Bool [SerializeField] bool returnToInitialPositionOnRelease; public bool ReturnToInitialPositionOnRelease { get { return returnToInitialPositionOnRelease;} } //Save from initial position, rotation Vector3 initialPosition; Quaternion initialRotation; public Vector3 InitialPosition { get { return initialPosition; } } public Quaternion InitialRotation { get { return initialRotation; } } //Save rigidbody values Rigidbody rb; float initialDrag; float initialAngularDrag; bool initialUseGravity; [SerializeField] private Transform parent; public Rigidbody Rigidbody { get { return rb; }} public Transform Parent { get { return parent; }} public float InitialDrag { get { return initialDrag; } } public float InitialAngularDrag { get { return initialAngularDrag; } } public bool InitialUseGravity { get { return initialUseGravity; } } public bool canBeRejected; private void Awake() { initialPosition = this.gameObject.transform.position; initialRotation = this.gameObject.transform.rotation; rb = GetComponent(); InitialSaveFromRigidbodySettings(); parent = transform.parent; } private void InitialSaveFromRigidbodySettings() { initialPosition = this.gameObject.transform.position; initialDrag = rb.linearDamping; initialAngularDrag = rb.angularDamping; initialUseGravity = rb.useGravity; } } }