protected virtual void OnTriggerEnter(Collider other) { if (other.gameObject.GetComponent <Actor>() != null) { OnPickedUp?.Invoke(other.gameObject.GetComponent <Actor>()); } }
protected override void PickUp(Vector2 position, Collider2D col) { if (col != null && col.gameObject == this.gameObject && EquipmentManager.Instance.EquipmentFreeContainersAvailable && !_picked) { Vector3 tgt = Vector3.zero, scl = Vector3.zero; if (EquipmentManager.Instance.CurrentMode == EquipmentManager.EquipmentMode.USABLES && !EquipmentManager.Instance.PanelPickableList.GetComponent <PanelGeneric>().Hidden) { tgt = Camera.main.ScreenToWorldPoint(EquipmentManager.Instance.PanelPickableList.transform.position); } else { tgt = Camera.main.ScreenToWorldPoint(EquipmentManager.Instance.ButtonEquipmentPickableToggle.transform.position); } tgt.z = transform.position.z; StartCoroutine(FlyToTarget(tgt, scl, FADE_OUT_TIME_SEC)); AudioManager.Instance.PlayClip(PickUpSound); EquipmentManager.Instance.AddObjectToPool(this, FADE_OUT_TIME_SEC); InputManager.Instance.OnInputClickUp.RemoveListener(PickUp); _picked = true; OnPickedUp.Invoke(this); // here will play professional animation, for now just simple coroutine // destruction will also be performed somewhat smarter // yeah right. } }
protected virtual void PickedUp() { showPreview = true; if (isSnapped) { Unsnapped(); } // TODO trigger Prise Module AkSoundEngine.PostEvent("Play_Prendre_Module", gameObject); OnPickedUp?.Invoke(); SendMessage("OnHintInteraction", SendMessageOptions.DontRequireReceiver); }
/** * Let the given player pick up this object. */ public void Pickup(PlayerController carrier) { if (!IsBeingCarried) { // A player who is already carrying something can not pickup something else if (!carrier.IsCarryingSomething) { _carrier = carrier; IsBeingCarried = true; foreach (var interactive in GetComponents <Interactive>()) { interactive.enabled = false; } // Cache original layer and change layer to "Carried", see description of _cachedLayer field for explanation _cachedLayer = this.gameObject.layer; this.gameObject.layer = LayerMask.NameToLayer("Carried"); // Cache original mass and change mass to 0, see description of _cachedMass field for explanation _cachedMass = _physicsEffects.rigidbody2D.mass; _physicsEffects.rigidbody2D.mass = 0; _hingeJoint2D.connectedBody = _carrier.Rigidbody2D; Physics2D.IgnoreCollision(_collider, _carrier.Collider); // temporally change sorting order to draw carried gameobject on top _renderer.sortingOrder++; _physicsEffects.Teleport(_carrier.CarryPosition); _carrier.InitCarryingState(this); _carrier.Input.EnableButtons((Button.Throw, true)); // While being thrown, we might loose contact to safe terrain, so we register this behavior as terrain unsafe // for respawning if (TryGetComponent <Spawnable>(out var spawnable)) { spawnable.RegisterTouchingUnsafeTerrain(this); } OnPickedUp?.Invoke(_carrier); StartCoroutine(PickUpCoroutine()); } } else { Debug.LogWarning("Tried to pick up object, which is already being carried."); } }
private void OnTriggerEnter(Collider other) { if (WasPickedUp) { return; } var inventory = other.GetComponent <Inventory>(); if (inventory != null) { inventory.Pickup(this); OnPickedUp?.Invoke(); } }
private void OnAttachedToHand(Hand hand) { if (_stopUnwindingSequence != null) { StopCoroutine(_stopUnwindingSequence); _stopUnwindingSequence = null; } _state = CubimalState.Held; _currentSettleTime = 0f; _isSettling = false; StopMoving(); OnPickedUp?.Invoke(); }
private void OnMouseDown() { if (isLocked) { return; } isBeingDragged = true; if (dragged == null) { dragged = this; } else { throw new System.Exception("Error: Multiple PlaceableGameObjects are being dragged at once: '" + name + "' and '" + dragged.name + "'"); } currentPlacementLocation?.Remove(this); transform.parent = null; //if (currentPlacementLocation != null) placementLocationQueue.Add(currentPlacementLocation); OnPickedUp?.Invoke(this); }
//When the object is clicked, start dragging it void OnMouseDown() { isPickedUp = true; OnPickedUp?.Invoke(this); }
// Fires Picked up event public void InvokeOnPickedUp() { OnPickedUp?.Invoke(this); Debug.Log($"picked up.."); }
public void PickUp(PlayerInputComponent inInputComponent) { _inputComponent = inInputComponent; OnPickedUp?.Invoke(); }
protected virtual void TriggerEffect(Collider2D collider) { Debug.Log("Picked up"); pickedUp.Invoke(this); }