Esempio n. 1
0
        /// Cross-matrix now! uses world positions
        private void InteractDoor(Vector3Int currentPos, Vector3Int targetPos)
        {
            // Make sure there is a door controller
            DoorTrigger door = MatrixManager.Instance.GetFirst <DoorTrigger>(targetPos);

            if (!door)
            {
                door = MatrixManager.Instance.GetFirst <DoorTrigger>(Vector3Int.RoundToInt(currentPos));

                if (door)
                {
                    RegisterDoor registerDoor = door.GetComponent <RegisterDoor>();

                    Vector3Int localPos = MatrixManager.Instance.WorldToLocalInt(targetPos, matrix);
                    if (registerDoor.IsPassable(localPos))
                    {
                        door = null;
                    }
                }
            }

            // Attempt to open door
            if (door != null && allowInput)
            {
                door.Interact(gameObject, TransformState.HiddenPos);
            }
        }
Esempio n. 2
0
    /// <summary>
    /// Interact with a door at the specified position if there is a closed door there.
    /// </summary>
    /// <param name="currentPos">current world position </param>
    /// <param name="targetPos">position to interact with</param>
    private void InteractDoor(Vector3Int currentPos, Vector3Int targetPos)
    {
        // Make sure there is a door which can be interacted with
        DoorTrigger door = MatrixManager.GetClosedDoorAt(currentPos, targetPos);

        // Attempt to open door
        if (door != null)
        {
            door.Interact(gameObject, TransformState.HiddenPos);
        }
    }