public void Interact(PlayerV1 player) { if (player.GetItem.ItemType == DispenserData.Type.RepairKit) { _turretHealth.RepairTurret(); player.GetItem.DestroyAfterUse(); Debug.Log("Repair complete!"); } }
public void Interact(PlayerV1 player) { if (!player.GetItem) { Destroy(gameObject); GameObject itemGo = Instantiate(_dispenserItem.ItemPerfab, player.transform.position, Quaternion.identity); Item item = itemGo.GetComponent <Item>(); item.Setup(ref _dispenserItem); item.Pickup(ref player); } }
public void Interact(PlayerV1 player) { Item item = player.GetItem; if (item != null && item.ItemType == DispenserData.Type.Fuel) { StartCoroutine(FireBoxAnimationCo()); OnReloadFuel?.Invoke(); item.DestroyAfterUse(); } }
public void Pickup(ref PlayerV1 player) { transform.SetParent(player.transform); transform.position = player.PlayerItemPlaceHolder; _collider.enabled = false; if (_coroutine != null) { StopCoroutine(_coroutine); _coroutine = null; } }
public void Interact(PlayerV1 player) { Item item = player.GetItem; if (item != null && item.ItemType == DispenserData.Type.RepairKit) { HealthSystem.RestoreFullHealth(); player.GetItem.DestroyAfterUse(); OnRepairUpdate?.Invoke(); } }
public void Interact(PlayerV1 player) { if (!player.GetItem) { _open = true; animator.SetBool("Open", true); GameObject itemGo = Instantiate(_dispenserItem.ItemPerfab, player.transform.position, Quaternion.identity); Item item = itemGo.GetComponent <Item>(); item.Setup(ref _dispenserItem); item.Pickup(ref player); } }
public void Interact(PlayerV1 player) { _player = player; _player.Interactable = this; _player.SwapActionControlToPlayer(false); Item item = _player.GetItem; if (item) { Reload(item.ItemType); item.DestroyAfterUse(); } }
private void OnTriggerExit2D(Collider2D collision) { if (collision.CompareTag("PassableFloor")) { _passbleFloors.Remove(collision.GetComponent <BoxCollider2D>()); } if (collision.CompareTag("Player")) { PlayerV1 _player = collision.GetComponent <PlayerV1>(); _player.LadderController = null; foreach (BoxCollider2D floor in _passbleFloors) { Physics2D.IgnoreCollision(_player.GetComponent <CapsuleCollider2D>(), floor, false); } } }
public void PlayerRespawnPod(PlayerInput input) { if (++_playerCount > 1) { _trainData.PlayerCount++; } PlayerV1 player = input.GetComponent <PlayerV1>(); player.transform.SetParent(_trainData.TrainTransform); player.transform.position = _playerSpawnPod.transform.position; player.RespawnPoint = _playerSpawnPod.transform.position; if (!_respawnPod) { _respawnPod = _playerSpawnPod.GetComponent <RespawnPod>(); } _respawnPod.AnimationRespawnPod(); }
public void Interact(PlayerV1 player) { Pickup(ref player); }