Esempio n. 1
0
    public void ClickUseButton(PointerEventData evt)
    {
        Debug.Log(evt);
        if (m_Item == null)
        {
            return;
        }

        m_Item.Use();
        Managers.UI.GetSceneUI <UI_Inventory>().DestroyItem();
    }
Esempio n. 2
0
File: AI.cs Progetto: Tomvhe/AI
    // The void that lowers the stats and change the need of the ai based on that.
    private void Live()
    {
        StatDecrease();
        Needs _need = FindLowestNeed();

        // Checks if the need is different, if so then change the desired item/location.
        if (need != _need)
        {
            need = _need;
            item = null;
            switch (need)
            {
            case Needs.Energy:
                item = Manager.GetItem(transform, Manager.energyItems);
                break;

            case Needs.Fullness:
                item = Manager.GetItem(transform, Manager.fullnessItems);
                break;

            case Needs.Hygiene:
                item = Manager.GetItem(transform, Manager.hygieneItems);
                break;

            case Needs.EmptyBladder:
                item = Manager.GetItem(transform, Manager.emptyBladderItems);
                break;

            case Needs.Fun:
                item = Manager.GetItem(transform, Manager.funItems);
                break;
            }
            // Tell the NavMeshAgent to move to it's desired location.
            agent.SetDestination(item.gameObject.transform.position);
        }

        // Check if the NavMeshAgent reached it's destination, and if so use the item.
        if (!agent.pathPending)
        {
            if (agent.remainingDistance <= agent.stoppingDistance)
            {
                if (!agent.hasPath || agent.velocity.sqrMagnitude == 0f)
                {
                    // Check if the item isn't already being used, to prevent using the item multiple times.
                    if (!item.inUse)
                    {
                        item.Use(this);
                    }
                }
            }
        }
    }