private IEnumerator WaitThenCheck() { yield return(Yielders.WaitForSeconds(0.2f)); BaseAnimator.SetBool(HasContentsState, CurrentSlot.Occupant); yield break; }
public void SyncCurrentIndex(int value) { BaseAnimator.SetBool(HasContentsState, false); NetworkCurrentIndex = value; if (!CurrentSlot.IsInteractable && CurrentSlot.Occupant) { StartCoroutine(WaitThenCheck()); } }
public override void OnChildEnterInventory(DynamicThing newChild) { base.OnChildEnterInventory(newChild); if (newChild.ParentSlot == CurrentSlot && !CurrentSlot.IsInteractable) { BaseAnimator.SetBool(HasContentsState, false); StartCoroutine(WaitThenCheck()); } CalculateFilledSlots(); }
public override void OnChildExitInventory(DynamicThing previousChild) { if (previousChild.ParentSlot == CurrentSlot && !CurrentSlot.IsInteractable) { BaseAnimator.SetBool(HasContentsState, false); } base.OnChildExitInventory(previousChild); if (!BeingDestroyed) { BaseAnimator.SetBool(HasContentsState, false); StartCoroutine(WaitThenCheck()); CalculateFilledSlots(); } }