private ValidationResult AllValidate(TargetedInteraction toValidate, NetworkSide side)
    {
        var position = toValidate.TargetObject.transform.position.CutToInt();

        return(MatrixManager.GetAt <T>(position, side == NetworkSide.SERVER).Any(criteria) == shouldAnyMatch ?
               ValidationResult.SUCCESS :
               ValidationResult.FAIL);
    }
 private bool CommonWillInteract(TargetedInteraction interaction)
 {
     return(interaction.TargetObject == gameObject &&
            interaction.UsedObject != null &&
            interaction.UsedObject.TryGetComponent <Paper>(out var paper) &&
            noteText.IsNullOrEmpty() &&
            paper.PaperString.IsNullOrEmpty() == false);
 }
Beispiel #3
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 private bool CommonWillInteract(TargetedInteraction interaction, NetworkSide side)
 {
     return(interaction.TargetObject != gameObject &&
            interaction.Intent == Intent.Help &&
            interaction.TargetObject.TryGetComponent(out WrappableBase _));
 }
Beispiel #4
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 private ValidationResult ValidateAll(TargetedInteraction toValidate, NetworkSide side)
 {
     return(Validate(toValidate.Performer, toValidate.TargetObject, allowSoftCrit) ? ValidationResult.SUCCESS : ValidationResult.FAIL);
 }
Beispiel #5
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 public static bool HasTarget(TargetedInteraction interaction)
 {
     return(interaction.TargetObject != null);
 }
Beispiel #6
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 /// <summary>
 /// Checks if the indicated game object is the target.
 /// </summary>
 /// <param name="gameObject"></param>
 /// <param name="interaction"></param>
 /// <returns></returns>
 public static bool IsTarget(GameObject gameObject, TargetedInteraction interaction)
 {
     return(gameObject == interaction.TargetObject);
 }