private void ActivateSystem(OnCharacterReady info)
 {
     enabled = true;
     if (CurrentlyGrabbedObject != EGrabbableObjects.None)
     {
         ChangePlayerObjectActivation(true);
     }
 }
Ejemplo n.º 2
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 private void DeactivateSystem(OnCharacterReady info)
 {
     transform.localRotation = Quaternion.identity;
     this.enabled            = false;
 }
 private void DeactivateSystem(OnCharacterReady info)
 {
     transform.position = _basePosition;
     this.enabled       = false;
 }
 public void ToggleCharacterMap(OnCharacterReady _)
 {
     CharacterInputs.Enable();
     SlingshotInputs.Disable();
     _playerInput.SwitchCurrentActionMap(_characterActionMapName);
 }
Ejemplo n.º 5
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 private void ActivateCharacterMovements(OnCharacterReady _)
 {
     _currentMover = _characterMover;
     _canInteract  = true;
 }
 private void DeactivateSystem(OnCharacterReady info)
 {
     transform.position = new Vector3(transform.position.x, _baseYHeight, transform.position.z);
     this.enabled       = false;
 }
Ejemplo n.º 7
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 private void DeactivateSlingshot(OnCharacterReady info)
 {
     ObjectInSlingshot.SetActive(false);
 }
 private void DeactivateSystem(OnCharacterReady info)
 {
     _renderer.enabled = false;
     this.enabled      = false;
 }