/// <summary> /// /// </summary> /// <param name="HitData"></param> private void OnPlayerExitDialogueTrigger(FTriggerData HitData) { EHPlayerCharacter PlayerCharacter = HitData.OtherCollider.GetComponent <EHPlayerCharacter>(); if (PlayerCharacter != null) { PlayerCharacterReference = null; PlayerCharacterReference.PlayerController.UnbindActionToInput(EHPlayerController.JUMP_COMMAND, EHBasePlayerController.ButtonInputType.Button_Pressed, OnActionButtonPressed); } }
/// <summary> /// This will transition to another door if a player character has entered /// </summary> /// <param name="TriggerData"></param> private void OnPlayerEnterRoom(FTriggerData TriggerData) { Debug.Log("Something Entered: " + TriggerData.OtherCollider.name); EHPlayerCharacter PlayerCharacter = TriggerData.OtherCollider.GetComponent <EHPlayerCharacter>(); if (PlayerCharacter != null) { Debug.Log("Player Has exited"); BaseGameOverseer.Instance.GameHUD.GetScreenTransition().LoadNewRoomFromDoorActor(PlayerCharacter, AssociatedDoorData.GetConnectedDoorData()); } }
/// <summary> /// Call this method a trigger overlap /// </summary> /// <param name="Collider2D"></param> private void OnTriggerOverlapEnd(EHBaseCollider2D Collider2D) { OverlappingColliders.Remove(Collider2D); Collider2D.OverlappingColliders.Remove(this); FTriggerData TriggerData = new FTriggerData(); TriggerData.OwningCollider = this; TriggerData.OtherCollider = Collider2D; OnTrigger2DExit?.Invoke(TriggerData); TriggerData.OwningCollider = Collider2D; TriggerData.OtherCollider = this; Collider2D.OnTrigger2DExit?.Invoke(TriggerData); }
/// <summary> /// Call this method when a trigger overlap has ended /// </summary> /// <param name="Collider2D"></param> private void OnTriggerOverlapBegin(EHBaseCollider2D Collider2D) { OverlappingColliders.Add(Collider2D, new FHitData()); Collider2D.OverlappingColliders.Add(this, new FHitData()); FTriggerData TriggerData = new FTriggerData(); TriggerData.OwningCollider = this; TriggerData.OtherCollider = Collider2D; OnTrigger2DEnter?.Invoke(TriggerData); TriggerData.OwningCollider = Collider2D; TriggerData.OtherCollider = this; Collider2D.OnTrigger2DEnter?.Invoke(TriggerData); }