private void Id_InputChangedWithId(IInteractebleInput input, IComparable id) { // TODO: for IComparable interface int key = (int)id; InteractWithGameobject(input, key); }
protected override void InteractWithGameobject(IInteractebleInput input, int key) { GameObject gameObject = GetStoredObject(key); IInvertoryData invertoryData = gameObject.GetComponent <IInvertoryData>(); if (invertoryData != null && invertoryData.Invertory != null) { invertoryData.Invertory.ResupplyWeapons(); } }
// Use this for initialization void Start() { interactebleInput = new InteractableInput(); interactionLogic = new InteractionLogic(ref interactebleInput, this.gameObject.GetInstanceID()); }
public InteractionLogic(ref IInteractebleInput input, int interactionID) { this.InputInfo = input; InteractionID = interactionID; }
protected override void InteractWithGameobject(IInteractebleInput input, int key) { // TODO objective was successful ??? or manager class }
protected virtual void InteractWithGameobject(IInteractebleInput input, int key) { }