private void CheckShopOpen(ShopBase _shop) { if (_shop.IsOpen) { SetTo_InsideABuilding_Trigger(); } }
public void SetupButtonData(ShopBase _shop, ISaleable _item, MyBuyButton3D _buyButton) { m_shop = _shop; Item = _item; myBuyButton3D = _buyButton; ActionsSub(); DelegatesSub(); SetOnClickAction(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { base.OnStateEnter(animator, stateInfo, layerIndex); GoInside(); cameraManager.Action_InsideOrNearBuildCamera(); _Shop = inputManager.SavedDoor.Shop; _CurrentMeshIndex = 0; SetOutline(_Shop.SelectableObjects[_OldMeshIndex], _Shop.SelectableObjects[_CurrentMeshIndex]); }
private void SetupShopMenu(ShopBase _shop) { CleanShopMenu(); foreach (ISaleable _item in _shop.ShopData.SaleableObjects) { GameObject _newItemInfo = Instantiate(ShopItemPref, ShopMenuContent.transform); ItemInShopInfoData InfoData = _newItemInfo.GetComponent <ItemInShopInfoData>(); InfoData.Setup(_item, _shop); } ShopMenuPanel.SetActive(true); }