void FixedUpdate()
        {
            if ((timer += Time.deltaTime) < Timeout)
            {
                return;
            }
            if (!Colliding)
            {
                return;
            }

            //only trigger collision when player has actively moved
            if (InputManager.Instance.HasAction(InputManager.Actions.MoveForwards) ||
                InputManager.Instance.HasAction(InputManager.Actions.MoveBackwards) ||
                InputManager.Instance.HasAction(InputManager.Actions.MoveLeft) ||
                InputManager.Instance.HasAction(InputManager.Actions.MoveRight))   //up/down//jump don't seem to trigger action in daggerfall
            {
                //start action
                thisAction.Receive(GameManager.Instance.PlayerObject, CollisionType);
                timer = 0;
            }

            Colliding     = false;
            CollisionType = DaggerfallAction.TriggerTypes.None;
        }
        //For Doors that are also action objects, executes action when door opened / closed
        private void ExecuteActionOnToggle()
        {
            DaggerfallAction action = GetComponent <DaggerfallAction>();

            if (action != null)
            {
                action.Receive(gameObject, DaggerfallAction.TriggerTypes.Door);
            }
        }
Exemple #3
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        void OnTriggerEnter(Collider col)
        {
            if (thisAction == null || isFlat)
            {
                return;
            }

            if (!thisAction.IsPlaying() && readyToPlayAgain)
            {
                readyToPlayAgain = false;
                thisAction.Receive(col.gameObject, false);
            }
        }
 /// <summary>
 /// Triggers the next action in chain if any
 /// </summary>
 private void ActivateNext()
 {
     if (NextObject == null)
     {
         //DaggerfallUnity.LogMessage(string.Format("Next action object in chain is null"));
         return;
     }
     else
     {
         DaggerfallAction action = NextObject.GetComponent <DaggerfallAction>();
         if (action != null)
         {
             action.Receive(this.gameObject, TriggerTypes.ActionObject);
         }
     }
 }
Exemple #5
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 /// <summary>
 /// Triggers the next action in chain if any
 /// </summary>
 private void ActivateNext()
 {
     if (NextObject == null)
     {
         DaggerfallUnity.LogMessage(string.Format("Next object is null"));
         return;
     }
     else
     {
         DaggerfallAction action = NextObject.GetComponent <DaggerfallAction>();
         if (action != null)
         {
             action.Receive(this.gameObject, false);
         }
     }
 }