private void FixedUpdate()
{
// Height adjustment.
transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, m_CurrentHeight);
// TODO technobeanie: Quick fix related to the grabbing feature problems.
if (m_CurrentHeight != GRABBED_OFFSET && m_CurrentHeight != RELEASED_OFFSET)
{
return;
}
if (GameUtils.m_GameMode == GameUtils.eGameMode.ONE_PLAYER)
{
HandleOnePlayerMode();
}
else
{
HandleTwoPlayerMode();
}
// Look at.
transform.rotation = m_HandCamera.transform.rotation;
// Clamp position.
if (m_Bounds != null)
{
transform.position = new Vector3(Mathf.Clamp(transform.position.x, m_Bounds.bounds.min.x + (collider as CapsuleCollider).radius, m_Bounds.bounds.max.x - (collider as CapsuleCollider).radius),
transform.position.y,
Mathf.Clamp(transform.position.z, m_Bounds.bounds.min.z + (collider as CapsuleCollider).radius, m_Bounds.bounds.max.z - (collider as CapsuleCollider).radius));
}
}