private void OnTriggerEnter(Collider other)
    {
        StaticStuff.FlowDebug(this.name + " OnTriggerEnter() other: " + other.name);

        ArticyReference colliderArtRef = other.gameObject.GetComponent <ArticyReference>();

        if (colliderArtRef == null)
        {
            //Debug.LogWarning("null ArticyReference on the thing we collided with.");
            StaticStuff.FlowDebugWarning("null ArticyReference on the thing we collided with.");
        }
        else
        {
            //Debug.Log("we connected with something that has an ArticyRef.  Now lets see if it's an NPC.");
            StaticStuff.FlowDebug("we connected with something that has an ArticyRef.  Now lets see what it is.");
            Dialogue dialogue = colliderArtRef.reference.GetObject() as Dialogue;
            if (dialogue != null)
            {
                StaticStuff.FlowDebug("we have a dialogue, so set the FlowPlayer to start on it");
                SceneRoot.SetFlowPlayerStartOn(dialogue);
                NavMeshAgent.SetDestination(this.transform.position);
            }
            else
            {
                StaticStuff.FlowDebugWarning("not sure what to do with this type yet: " + colliderArtRef.reference.GetObject().GetType());
            }
        }
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Called when the control is created and it basically is setup to represent the item in the inventory bar
    /// </summary>
    public void AssignItem(Item aNewItem, Inventory aInventorySystem)
    {
        itemRef         = GetComponent <ArticyReference>();
        sceneHandler    = FindObjectOfType <SceneHandler>();
        inventorySystem = aInventorySystem;
        itemRef.SetObject(aNewItem);

        if (itemRef.IsValid)
        {
            // we use the previewimage to get the icon of the item
            icon.sprite = aNewItem.PreviewImage.Asset.LoadAssetAsSprite();
            // and we update the object name, makes it easier when debugging the inventory in unity
            gameObject.name = string.Format("ItemUI_{0}", aNewItem.TechnicalName);
        }
        // making sure the hover background is hidden
        hoverBackground.gameObject.SetActive(false);
    }