/// <summary> /// Use the object at position x, y on object obj /// </summary> /// <param name="posX">Position x.</param> /// <param name="posY">Position y.</param> /// <param name="obj">Object.</param> public override bool Use(float posX, float posY, GameObject obj = null) { base.Use(posX, posY, obj); if (obj != null) { Cthulhu creature = obj.GetComponent <Cthulhu> (); if (creature != null) { if (burnt) { creature.ObtainWrongLeg(); } else { creature.ObtainLeg(eventName); } Destroy(gameObject, 0.1f); return(true); } Believer believer = obj.GetComponent <Believer> (); if (believer != null) { if (triggerBeliever) { believer.GetRightLeg(); } else { believer.GetWrongLeg(); } return(true); } } //PlayerControl.playerControl.Unlcoked (1); return(false); }
/// <summary> /// Use the object at position x, y on object obj /// </summary> /// <param name="posX">Position x.</param> /// <param name="posY">Position y.</param> /// <param name="obj">Object.</param> public override bool Use(float posX, float posY, GameObject obj = null) { base.Use(posX, posY, obj); initialPosition = transform.position; des = initialPosition; GetComponent <Rigidbody2D>().isKinematic = true; if (obj != null) { Cthulhu cthulhu = obj.GetComponent <Cthulhu> (); if (cthulhu != null && cthulhu.wakeUp) { cthulhu.Feed(); Destroy(gameObject, 0.2f); return(true); } else { swimming = true; initialPosition = transform.position; des = initialPosition; currentInd = -1; InvokeRepeating("GetNextDes", 1 / swimmingInterval, 1 / swimmingInterval); } } else { swimming = true; initialPosition = transform.position; des = initialPosition; currentInd = -1; InvokeRepeating("GetNextDes", 1 / swimmingInterval, 1 / swimmingInterval); } //PlayerControl.playerControl.Unlcoked (1); return(false); }