Hello I want To Call StartGrab() In Below Script In My Any Other Script So How Can I Call This Function In Any Other Script Because This Function Also Have Parameters. I Have another Class and i want to call this StartGrab() function in function of my any other class so how should i do this thanks.
// Child Of Controller Grab Attach|GrabAttachMechanics|50070
namespace VRTK.GrabAttachMechanics
{
using System;
using UnityEngine;
/// <summary>
/// The Child Of Controller Grab Attach script is used to make the grabbed object a child of the grabbing object upon grab.
/// </summary>
/// <remarks>
/// The object upon grab will naturally track the position and rotation of the grabbing object as it is a child of the grabbing game object.
/// The rigidbody of the object will be set to kinematic upon grab and returned to it's original state on release.
/// </remarks>
/// <example>
/// `VRTK/Examples/023_Controller_ChildOfControllerOnGrab` uses this grab attach mechanic for the bow and the arrow.
/// </example>
[AddComponentMenu("VRTK/Scripts/Interactions/Grab Attach Mechanics/VRTK_ChildOfControllerGrabAttach")]
public class VRTK_ChildOfControllerGrabAttach : VRTK_BaseGrabAttach
{
/// <summary>
/// The StartGrab method sets up the grab attach mechanic as soon as an object is grabbed. It is also responsible for creating the joint on the grabbed object.
/// </summary>
/// <param name="grabbingObject">The object that is doing the grabbing.</param>
/// <param name="givenGrabbedObject">The object that is being grabbed. </param>
/// <param name="givenControllerAttachPoint">The point on the grabbing object that the grabbed object should be attached to after grab occurs. </param>
/// <returns>Is true if the grab is successful, false if the grab is unsuccessful.</returns>
public override bool StartGrab(GameObject grabbingObject, GameObject givenGrabbedObject, Rigidbody givenControllerAttachPoint)
{
if (base.StartGrab(grabbingObject, givenGrabbedObject, givenControllerAttachPoint))
{
SnapObjectToGrabToController(givenGrabbedObject);
grabbedObjectScript.isKinematic = true;
return true;
}
return false;
}
/// <summary>
/// The StopGrab method ends the grab of the current object and cleans up the state.
/// </summary>
/// <param name="applyGrabbingObjectVelocity">If true will apply the current velocity of the grabbing object to the grabbed object on release. </param>
public override void StopGrab(bool applyGrabbingObjectVelocity)
{
ReleaseObject(applyGrabbingObjectVelocity);
base.StopGrab(applyGrabbingObjectVelocity);
}
protected override void Initialise()
{
tracked = false;
climbable = false;
kinematic = true;
}
protected virtual void SetSnappedObjectPosition(GameObject obj)
{
if (grabbedSnapHandle == null)
{
obj.transform.position = controllerAttachPoint.transform.position;
}
else
{
obj.transform.rotation = controllerAttachPoint.transform.rotation * Quaternion.Euler(grabbedSnapHandle.transform.localEulerAngles);
obj.transform.position = controllerAttachPoint.transform.position - (grabbedSnapHandle.transform.position - obj.transform.position);
}
}
protected virtual void SnapObjectToGrabToController(GameObject obj)
{
if (!precisionGrab)
{
SetSnappedObjectPosition(obj);
}
obj.transform.SetParent(controllerAttachPoint.transform);
}
}
}