private void RenderTrail_Update () {
RenderBallBeforeThrow ();
if (!isUserAtValidPosition) {
ChangeState (States.InvalidPlayerPosition);
}
if (BeerPongInput.Instance.isTouchDown) {
SetThrowDirection ();
Vector3 initialVelocity = BeerPongInput.Instance.currentPower * throwDirection.normalized * MAX_VELOCITY;
float targetY = Ball.transform.position.y - BoardwalkPong.transform.position.y;
BallMotionController.Instance.RenderTrail (initialVelocity, Ball.transform.position, targetY);
}
}